Showing posts with label Chuck Dawson. Show all posts
Showing posts with label Chuck Dawson. Show all posts

Friday, June 5, 2020

Action Comics #22 - pt. 1

It blows my mind that, 5 1/2 years into this project, I still haven't finished the first 2 years of Superman stories yet!

In Cleveland, the Daily Star wants its star reporters, Lois and Clark, to cover the War in Europe. Only this war is between Toran (Germany) and Galonia (France?). Rather than sending them to either country, they are shipped (literally, by steamship) to Luxor (Luxembourg), one would assume for the protection of Luxor's neutrality. That won't last much longer, as Luxembourg will be invaded in May 1940 -- but gets bombed already in this story!

Superman's telescopic vision makes him extra-observant/more alert, allowing him to spot a shadowy figure and foil his surprise. Superman, still dressed as Clark Kent, foils the would-be assassin with a thrown belaying pin. Since the panels don't give us a sense of the distances involved, it's impossible to say if Superman is using his powers here, or if he is throwing the pin as far as an ordinary person would be able to throw one.

When the bombs start dropping on Luxor/Luxembourg, Superman leaps up to engage the bomber. He is clearly still leaping at this point, since he has to hold onto the plane to keep from falling. A low-level bomber was probably flying at 15,000 feet, meaning Superman is using Leap III, a 3rd-level power. He wrecks the propeller using his wrecking things mechanic, but choosing to wreck it in such a way that it would normally hurt him, and it doesn't, means he's also already activated his Invulnerability power (level 4). We know he's impervious because he then plunges to the ground from that height and is unharmed. His invulnerability lasts three turns, meaning that Superman is 9th level. At this time, Superman has been around long enough to have enough XP to be 6th level, which means at some point his Editor has given him three brevet ranks to accelerate his power inflation. That...or I need to make the Invulnerability power last longer...

Later, when Superman stops a torpedo and throws it back at the submarine that fired it, that could be the power Turn Gun on Bad Guy in play, but the sequence lasts a whole seven panels, suggesting that other game mechanics might be involved. This might be because the torpedo is slow enough to give him a turn of action first before it strikes, and he grapples it to in order to make it miss, then throws it as an "ordinary" missile weapon.

Next, Superman's X-ray vision picks up a new danger, just as his telescopic vision had before. In this regard, his vision is just a "super-sense" that warns him of danger.

When a ship captain wants Superman to answer some questions, Superman makes a topical reference to "Professor Quiz." Professor Quiz was radio's first true quiz program, broadcast with many different sponsors from 1936 to 1948 on CBS and ABC.

In the end, Siegel naively assumes that German attacks on neutral nations must be the work of insubordinate underlings, and they are punished after Superman confronts them.

In Pep Morgan, we find out that Pep is a volunteer fireman and likes to play pinochle. Firefighting is much more exciting than sports, so I wish they'd stuck with this! When someone is unconscious in a burning building, Pep finds her by methodically searching, no doubt making search rolls each turn. He never seems to be in danger from fire or smoke damage, though.

The next day, having no investment in the storyline other than personal curiosity, Pep returns to the scene and searches for clues. He now finds a match and the smell of gasoline in the grass. A generous Editor could give him both clues with one successful search roll, particularly since he finds them together. Had he thought to search the night before he might have noticed the gasoline smell, but the Editor would likely make a common sense call that the match could not be found in the dark. Naturally, no non-Heroes notice the gasoline smell, to give the Hero a chance to find the clue first.

This is the second suspicious arson in town and Pep finds out all he can about his suspects by pumping non-Hero characters, like a bartender, and his own supporting cast, like his dad, for information. That Pep is getting a drink from a bartender is very interesting, since Pep always seems to be around 18. In 1940, there were 14 states where an 18 year old could legally drink, including New York, where Pep's stories most likely take place.

Pep and his friend Ted stake out the next house Pep thinks will be burnt down for six days before they get lucky and catch the arsonist in the act. All this time, they don't tell the owner, for fear the man will tell his wife -- the implication being that you can't trust women with gossip. While chasing after the arsonist, Pep slips in "wet grass" - very convenient, but likely just flavor text for having failed a skill check to catch up in the chase sequence, and not an indication of any kind of fumble mechanic for chases.

Pep is able to borrow the owner of the house's car to continue the chase, meaning Pep either stole the keys from the house earlier or Jack (the owner) leaves his keys in the car at night. The car chase ends with Pep sideswiping the other car with Jack's car and wrecking the arsonist's car. A fighter has no chance of wrecking things vs. cars -- by himself, but I could see giving him an additional d6 back (normal wrecking things chance, up to 4th level), if using a vehicle to wreck with.

In a sort of a plot twist, the arsonist turns out to be just who you expected all along, instead of going for someone surprising.

"Chuck" Dawson is tracking a killer and finds a clue on the ground -- the silver honcha Chuck shot off his hat band as the killer was riding away. If you're wondering what a honcha is, so was I...it's what looks like a little buckle on some hat bands. You don't call it a buckle because, in most cases, the honcha is merely decorative and doesn't work like a buckle.

I don't normally like "Chuck" Dawson, but he gets in some good dialog in this installment that makes him more enjoyable; my favorite line is, "You're going to feel about as comfortable as a sage-hen in a coyote party..."

(Superman story read in Action Comics Archives vol. 2, the rest read at readcomiconline.to)



Monday, March 4, 2019

Action Comics #21 - pt. 2

'Chuck' Dawson's adventure starts with an interesting variation on the "message in a bottle" -- as someone chucks a flask containing a written warning into the canyon Chuck is traveling through. Like any good plot hook, the warning only encourages him to investigate and he uncovers kidnappers. Unfortunately, the story includes the racist stereotype that "half-breeds" are evil.

"Clip" Carson takes place in Algiers, the capital city of Algeria. Rescuing a man from attackers serves as both good deed and plot hook for Clip, as he winds up working as a guard on a caravan for the man he rescued. In a plot twist, the man told Clip he was delivering food to a sheikh, but is secretly an arms dealer; further, he plans to have Clip killed after the delivery, so he can't tell anyone he delivered arms to the sheikh. The sheikh's people are called "touregs" by the narrator, but what was meant was Touareg or Tuareg -- a Berber ethnicity indigenous to the Sahara region.

Because disguise is such an easy skill in comic books, staining your skin to look dark with a cigarette and water should be a basic skill check (as improbable as it may seem...).

This story is the first time I've seen the term "tractor car;" I suspect what the author means is a four-wheel drive vehicle, which were around but uncommon circa 1940 (in the late '30s they were considered luxury cars and produced by BMW and Mercedes-Benz). Clip tells us his tractor car can go 40 MPH over sand.

The "Clip" Carson art is much improved this issue by Sheldon Moldoff.

Tex Thompson is back home from his Africa adventures, home probably being Texas, even though the narrator never tells us so. This one's a murder mystery, and it's intriguing at first that the retired colonel is murdered right in front of Tex. Unfortunately, the clues are easy (why send a wooden figure to the victim made out of a special wood only you own?) and the explanation for where the knife came from is far from convincing. Also, there's the whole uncomfortably racist, nonhuman look of Gargantuan.

The Three Aces adventure starts in Alaska at the building of a Koyokuk Dam. I don't believe there is such a facility, though the Koyokuk River is real. None of the action takes place there, but it establishes that one job for aviators in their downtime is aerial photography. The Three Aces leave and fly over an unnamed mountain range, but in Alaska there are only three to choose from, the Alaskan Range, the Aleutian Range, and the Brooks Range.

Uncharacteristic of most fighter-types in comics, when Gunner, Fog, and Whistler arrive in town and see a fight in progress, but don't know the story behind it, they use nonviolent attacks like tripping and disarming to end the fight without hurting anyone.

The Three Aces help an old prospector who tells of his friend's find in the Mummy Range. It sounds made up, but there is such a place as Mummy Range -- only it's in Colorado, not Alaska. There is a Bald Peak in Alaska, so the old man's story is soon back on track.

Fred Guardineer's Zatara teams up with "Lord Ralway" in this month's story, but the dialogue strongly implies that Ralway is actually Lord Baskerville, of Sherlock Holmes fame. Sherlock Holmes is name checked as a real person, making this the first time he is added to DC canon.

Zatara casts a Levitate/Telekinesis spell powerful enough to lift a car into the air. He projects his astral form from his jail cell after being detained in a murder investigation. His astral form is invisible, but he can speak and be heard. His astral form can also fly and move through walls. Bizarrely, Zatara's astral form is able to carry Tong on its back, though perhaps he is simply levitating Tong directly behind him.

Zatara turns the bars of his cell into people, which seems ridiculously overpowered for a spell, even if it only lasts 1 turn. He turns a man into a salt cellar (what we would call a shaker today). Another man he ages by about 20 years. He turns the murdered body into a statuette so he's easy to carry. Tong -- who is way too understandable about this -- gets turned into a blood hound so he can sniff out Ralway's trail.

With another spell he causes all gun barrels to twist in a specific area. With another spell he gazes into a room he hasn't entered yet (Wizard Eye?). With another spell he teleports two people to him. With yet another spell he causes three large buckets of molten lead to appear in the room. He casts Cure Light Wounds on Tong, but we've seen him do that before. Lastly, he casts a spell something like Bigby's Grasping Hand to catch the two fleeing bad guys.

In a real surprise, Zatara says his magic has little effect on birds, so he is worried about three trained condors. There's no way to make the game mechanics do this without setting arbitrary weaknesses to spells, but that's not entirely unreasonable, as I've already added them to some of the race options.

Lastly, I would not put much stock in condors as a palpable threat, assigning them maybe 1/2 HD.

(Read at fullcomic.pro)










Wednesday, August 29, 2018

Action Comics #20 - pt. 1

And we're back to Superman! This is the first Superman story of 1940 and the last Superman story in DC's Action Comics Archives vol. 1.

Superman starts it off with the Raise Bridge power, then becomes Clark Kent for the main plot. As Clark, he lassos an assassin and pulls him off a high ledge (for 1-6 falling damage). This is the plot hook to get Superman to meet actress Dolores Winters. When he next meets Dolores and she does not recognize him, there is no game mechanic involved in that -- it is a purely role-played situation.

Then something very unusual happens for Superman -- he misses a plot hook. When he sees that Dolores is having a big party on a yacht, he decides not to go. Most players would see that as a plot hook. By passing it up, Superman misses an easy chance to stop the Ultra-Humanite early.

When Superman says Ultra's request for $5 million is the "greatest mass kidnapping ever attempted," I can't find any evidence to prove him wrong.

Superman does a minor leap, wall-climbs up to a high window, and "X-ray visions" a piece of paper inside (though I'm not sure how he would read using X-rays, maybe he is actually using his telescopic vision, which would fall under the Super-Senses power in 2nd edition).

It was never explained how Ultra made the paper materialize in the room. Or why an invention that could do that would not itself be worth $5 million.

Superman is able to stay underwater for over 2 hours. This is the Hold Breath power.

Ultra has a submarine that can fire magnetic ray beams. This invention is also, apparently, not worth $5 million. When assigning $ values to trophy items in 2nd edition, I did hesitate to set them too low, but comics bear out that mad science is never as valuable as crime.

Superman stops Ultra by using the Wreck at Range power to smash a generator at a distance. Then he uses Gust of Wind to blow out Ultra's torch.

Ultra manages to elude Superman by simply jumping into the water. You would think that this would not be much of a stumbling block for someone who can move at super-speed, use telescopic vision, and hold his breath for hours, but clearly Superman's power durations had ended already and he was all out of prepared powers that would help.

And that's the Superman installment.

In Pep Morgan, Pep not only saves the life of racing pilot Jimmy Dee but, recognizing him as a plot hook character, invites him to stay at his house. Jimmy uses some slang, such as the common "crate" for plane, and the uncommon "cop" to mean win (as in "cop that race"). Pep has to climb out onto a plane in flight, later, and climb up to the pilot's seat. In 1st edition, this would have been an aviator stunt called Wing Walking. Now, it's an expert skill check. We know Pep is not a mysteryman (or at best a low-level mysteryman) because he does not have a stunt to burn for an automatic skill check at the end, and he has to wake up Jimmy to get him to land the plane.

Speaking of slang, "Chuck" Dawson uses the phrase "fade out" to refer to his horse not wanting to approach something (so "fade out" must mean "back off" or "back away"). Another cowboy refers to Chuck's gun as his "hardware."

Next is "Clip" Carson, Soldier-of-Fortune. Summarizing his recent adventures, we see he has dealt with a wild lioness, hostile natives, and a "gigantic" serpent (though it does not look like a particularly large constrictor snake). The narrator claims Carson keeps his native porters loyal through "iron will," but actually he threatens to shoot them like a cold-blooded killer any time they talk about deserting him. Carson somehow escapes the stabbing he kinda deserves by "luckily" rolling over in his sleep just in time. It seems like a generous Editor to even require an attack roll in such a situation; I would personally rule it as an automatic hit for maximum damage. Carson gets away with the "last request" stalling tactic when about to be killed by making a successful encounter reaction roll. Carson's trip during the final battle is dramatic, but unsupported by the rules, since it looks like he fumbled (and Hideouts & Hoodlums uses no fumble charts for combat).

(Superman read in Action Comics Archive v. 1; the rest read at fullcomic.pro.)





 

Saturday, December 30, 2017

Action Comics #19

In the Superman feature, Superman demonstrates a "super-resistance to disease", but could have just been a successful saving throw vs. the "purple plague."

Professor Henry Travers is so worried about the plague killing people in... is this still Cleveland? The headline of The Daily Star says "Purple Plague Grips Metropolis," but that was probably not a proper name yet at this point. Anyway, Travers is so flustered that he accidentally says the plague that ravaged Europe in the Middle Ages was the purple plague, when of course it was the bubonic plague.

The "De Fauvier's study of the Purple Plague" sounded so specific that I wondered if De Fauvier was an actual scientist who had once studied diseases. It seems to be purely fictitious, though.

I don't think I ever made a trophy item out of this, but Ultra-Humanite fools Superman wearing a "false-face mask", despite the fact that rubber masks never would fool anyone in real life.

Superman does not always have the Quick Change power prepared. In this story, he knows Travers has been attacked after hearing it over a phone call, yet curiously takes the time to untie his shoes before removing them so he can go leap off to Travers' apartment.

Thugs are also called "muscle men" in this story, proving to me I was right to give thugs better than average Hit Dice.

Superman halting his fall by catching a ledge is cliche -- and can be supported by game mechanics in several different ways. The Editor could have conveniently put the ledge there and offered the chance to roll "to hit" the ledge (an attack roll). Or, Superman's player could have suggested there might be a ledge nearby to grab, and the Editor gave him a save vs. plot for there to be a ledge to grab. Or, the ledge is actually flavor text for the Feather Landing power being activated.

I'm curious about who Travers' "scientific society" was. The story is three years too early for it to be the Cleveland Technical Societies Council.

Superman is still not a Lawful hero at this point; he steals chemicals for Travers that Travers needs for his research into the plague cure. He does so by uprooting a massive skylight to break in and then walking through a wall to break out -- both examples of wrecking things.

For the second time, the Ultra-Humanite knocks Superman unconscious with electricity. It may be important that Superman is taken by surprise each time, so he is not able to activate any defensive powers first.

In addition to the electric raygun, Ultra uses a mind control helmet on Superman, but it comes with a saving throw vs. science that Superman easily makes. Ultra's "fantastic airship" is propeller-less, and almost surely an early jet plane.

The power 4th level power (in first edition Hideouts & Hoodlums) Turn Gun on Bad Guy comes from the final scene of this story, where Ultra shoots his electric gun at Superman, yet Superman is improbably able to pull Ultra in front of the blast first.

In the Pep Morgan feature, stopping to perform a good deed -- moving a loose rail off the railroad tracks -- leads to an encounter with gangster/robbers (perhaps a mixed group of both mobster types), and demonstrates how good deeds can become plot hooks or be tied to plot hooks.

Pep foils the efforts of the mobsters to jump off the train by reaching the engine and telling the crew to speed up too fast for them to risk jumping off. So how fast is too fast? If we assume 30 MPH = 1-6 points of falling sideways damage, and the train made it up to 90 MPH, that would equate to a brutal 3-18 points of damage -- more than most gangsters and robbers would be able to endure.

It also appears that Pep might have a brother in this story, though there is no text that corroborates this when he is seen with his family.

In the Chuck Dawson feature, Chuck is attacked by roughnecks.  I don't have a mobster type for "roughnecks", but outlaws are the evil version of cowboys and it sounds like these are just some of those, or maybe bandits. Chuck is defeated with lassos -- and in fact 2nd edition H&H now has entangling rules for just this situation. Luckily, he had trained his horse, Blacky, to untie knots, freeing Chuck, and showing just how complex the actions of animal Supporting Cast Members can be.

Later, catching up to the outlaw/bandits, Chuck jumps down off a ledge behind them to attack them. Now, there is little tactical advantage to taking falling damage, losing surprise, and then attacking your opponents. We have already seen lots of comic book characters fall on mobsters from a height, as an attack, which I suspect Chuck was trying to do here -- Chuck was just the first hero to miss!

In the Clip Carson feature, Clip is in "Kenye," which is surely an intentional misspelling of Kenya. In 1939, this would be the British colony of Kenya. The first thing Clip does is go to a bar and get in a fight with a drunken hoodlum...which reminds me of about half the D&D campaigns I've ever played in. The drunken hoodlum holds a grudge and hides a cobra in Clip's room. Later, Clip runs into cannibals -- which I've said before I plan to leave statted as "natives" and not stat them separately -- but chooses not to fight them and bribes them for safe passage instead.

In the Tex Thompson feature, Tex and his sidekick, Bob Daley, meet actor "John Barryless" -- har har -- obviously meant to be John Barrymore. Tex and his associates head to Egypt to find John's missing son, Bart (John Barrymore's son was also named John). One doesn't normally associate the savage native trope with Egypt, nor zombies, but Tex encounters both while there. We also learn that salt can counter the potion that turns living people into zombies.

Gargantua T. Potts, by the way, is a minstrel show-level racist caricature of a sidekick for Tex.

In the Three Aces feature, I learned (or maybe I knew this before and forgot) that the Three Aces ("Fog" Fortune, "Gunner" Bill, and "Whistler" Will) are members of the U.S. Naval Reserves -- which seems an odd choice, as I would have thought the Army had more fliers than the Navy at that time. They have to "solve" a murder mystery, and I use the term loosely because they overhear practically everything and then just have to prove who did it. It can be a useful reminder to Editors not to make mysteries too difficult to solve during game sessions.

In the Zatara feature, Zatara -- who usually throws around high level spells like they were nothing -- solves this scenario where a mad scientist in Mexico is creating an army of gorillas with transplanted human brains (and apparently is shipping the gorillas all the way into Mexico, since they are clearly not indigenous) using only two second-level spells, Invisibility and Hold Person. Of course, you could call the scenario only a partial success because Zatara only frees the scientist's prisoners who still have their brains, leaving all the transplant victims to be blown up along with the scientist after Zatara escapes.
 
(Superman story read in Action Comics Archives v. 1; select pages from the rest were read at the Babbling about DC ,o;Comics blog and the rest was read in summary at DC Wikia.)


Thursday, January 26, 2017

Action Comics #18

Before Superman even shows up in this month's story, we're treated to the a sleeping gas attack and the notion that holding a handkerchief over your nose and mouth is going to spare you from gas potent enough to fill an entire car and knock out its occupant/s. I would be inclined to give a bonus to save for taking a precaution like that -- +1 or +2 at most, but that still leaves a lot of room for a plan to go wrong.

From the blackmailed politician we learn that $10,000 is enough to corrupt a politician.

We see Superman's X-ray vision (the 3rd level power) in use for the first time.

Superman gets shot at with a bow and arrow for a change of pace this issue, and snatches the arrow out of mid-air. I don't have a power for that, because the important thing is that the arrow missed, and him catching it is really just flavor text.

Superman then decides to show off with the bow and arrow. Now, maybe Superman practiced with a bow and arrow in his youth, but it's pretty clear that he pulls off a spectacular hit on a small target. This was the impetus for the Bulls-Eye (2nd-level) power.

It's still unclear if Superman can fly at this point. He trails a car in the sky; one would presume that if he was jumping and landing behind the car, that someone might notice.

He also demonstrates Leap (at least Leap I), Nigh-Invulnerable Skin, Raise Elephant (because he raises trucks, heavier than cars), and wrecks a printing press (as if a generator).

A rival paper to the Daily Star is the Morning Herald. There actually was a Morning Cleveland Herald until 1868, though it's unclear if Jerry Siegel would have ever seen it.

Chuck Dawson, in his story, gives us a valuable lesson for players -- when a posse thinks you've killed the sheriff and is closing in on you, don't be afraid to run!

Clip Carson's story is an interesting lesson in hideout scale. Here, he finds himself in a cavernous hideout so large that, when reinforcements arrive, they show up riding elephants!

Tex Thompson's arch-nemesis, The Gorrah, returns, this time in Turkey, where Tex and friends are working for the Turkish Prime Minister (it was Refik Saydam in real life). The Gorrah has cyborg-like creatures working for him this time. It's difficult to imagine how to stat them; they look like they're half-robot, half-skeleton, probably with human brains controlling them, but lose all scariness because they're all wearing fezzes. The Gorrah tries hypnotism on Tex. It fails, but The Gorrah can't tell and Tex uses this to trick him. Hero magic-users will have the same problem when their victims make their saves. The Gorrah takes a poison pill, seemingly killing himself, at story's end.

The Three Aces may not be the bravest Heroes to ever headline a story in an anthology title. When threatened by hijackers, their solution is to stall for time until help arrives! Players may be interested in similar tactics, especially players who favor keeping their Heroes alive over having them do anything heroic. We learn some backstory about the Three Aces, that they had flown in the Spanish Civil War together back in 1937.

Zatara becomes the first Hero to visit Atlantis. He gains possession of a map to Atlantis when a former rival, Queen Setap of Ophir, shows up and wants his help with following it. We learn that the map starts them off in the Sargasso Sea (northern Atlantic) and that Atlantis is somewhere in the Atlantic, which does match up with where Marvel Comics would later put Atlantis in their comics (but is distinctly different from the Golden Age Sub-Mariner's Antarctic kingdom).

En route, Barnacle Will and some pirates attempt a mutiny, thinking the map leads to gold. Where it actually leads is a little confusing...from the page I've seen, it looks like Atlantis is at least partially un-sunken still, or perhaps they just land on a nearby island as a staging area. Whatever it is, the surface island is protected by "under-earth creatures" that look like goblins with tentacle arms. I'm unsure how to stat these creatures...but their use of nets as weapons reminds me of ratmen (a new mobster type from 2nd edition).

In the story, Zatara appears to use a spell called Create Bridge, but is perhaps just flavor text for the first level 2nd edition spell Poof!, which allows him to cross over short distances of water. He casts a spell on the under-earth creatures that ties their tentacles into knots...but I'm not clear what purpose that serves other than a distraction. If they really can't use their tentacles then, maybe this counts as Mass Paralysis (a 1st edition power, though, not a spell).

Lastly, Atlantis is guarded by Roor, a giant octopus. Here we meet our first mobster with magic resistance. Apparently, any mobster can have magic resistance, and this is very high resistance -- either 80% or more, or perhaps total immunity to damaging spells. The only spell that works is Phantasmal Image, tricking Roor into thinking sponges are people to eat.

(Superman story read in Action Comics Archives v. 1, select other pages were read at the Babbling About DC Comics blog, and the rest was read in summary at DC Wikia and Mike's Amazing World)

Thursday, October 20, 2016

Action Comics #16

Let's start with Superman.

Catching a falling man isn't really a big deal for Superman, and probably only needs a successful "attack" roll to scoop the man up.

The early Superman doesn't seem to care all that much if anyone figures out his secret identity. Not only does he wear no mask and conceals no fingerprints, but the windows on his apartment have sheer curtains. You'd think he'd at least use shades for more privacy!

This is the first story to call Superman's port of call "Metropolis", beginning the trend of fictional cities in the superhero genre.

The police commissioner in this story is a corrupt politician, despite the fact that most police are statted as fighters.

$5,000 was apparently a good night's haul for a casino-club.

The gamblers in this story don't seem to have any special abilities worth statting differently than slick hoodlums, other than to give them a better chance of rigging games.

Superman turns down the chance to collect XP for keeping the money in exchange for the good deed award for giving it all away to poor people.

Racketeers seem to have even less special abilities than gamblers.

Superman wrecks gambling establishments, both with a hammer and his bare hands. Since he's not wrecking the buildings themselves, I'd probably treat this as a wrecking doors roll (and at Superman's current level, he probably doesn't even need to roll for that anymore).

Superman picked up a fixed deck of cards to fool the gamblers, and then keeps it as a trophy.

Pep Morgan's adventure has an unusual angle -- Hero playing bodyguard. Can an Editor pull off a session where the Hero has to spend a week living with another character, waiting to see if any harm comes to him or her (her, in this case)? Only if the Editor creates an engaging character, and the player really likes to roleplay.  Otherwise, the scenario will quickly fast forward to the first whiff of danger. This is part 2 of a 4-part story arc where Pep is employed by a Mr. Smith, who keeps handing Pep plot hooks.

Pep, despite being just a college student, is already a pipe smoker and goes to bed early enough that he's asleep at 11:30 pm when mobsters try to abduct Mr. Smith's daughter, Mary. Something wakes Pep up in time, though (save vs. plot?) so he can come pummel the kidnappers with his fists until they surrender. One of the kidnappers falls over from being pummeled, which isn't supported by the game mechanics, although an Editor could rightly say the circumstances warranted it since the man was carrying Mary and would be unbalanced (maybe a save vs. science to avoid falling over).

Slings and arrows (of outrageous fortune!) are being hurled at Marco Polo in his adventure, but the more effective weapon seems to be the dropped rocks falling on the bandits in the ambush at the end. If the rocks are heavy enough that they have to be pushed over instead of thrown, it could be considered a trap and do more than normal missile weapon damage. Maybe 1-8 points?

Clip Carson deals with a fake mummy in an Egyptian tomb, but it's a trick -- the mummy is a "robot" (really, more like animatronics) and it's voice was from a concealed record player behind it. Clip is in the Pyramid of Cheops -- aka the Great Pyramid of Giza -- looking for a secret treasure room that was apparently missed by 9th century looters and 19th century archaeologists. Interestingly, a rival -- a corrupt sergeant from the occupying British Army -- found the treasure room before them and has convinced the natives to guard it by posing as Cheops in a rubber mask. Maybe those natives have been in the stale air of the pyramid too long...

For the Chuck Dawson summary I'm reading says Chuck is framed by thugs, which is an odd mobster type choice for a Western adventure. Maybe these are outlaws?

Tex Thompson's adventure has an interesting spin to it as well. Tex is asked by the French government to infiltrate a spy ring, to find out who their mole is in the French government. In eight more months, things would be getting a lot more exciting in France if Tex stuck around that long.

Zatara has his first encounter with aliens from another planet (he's already fought aliens from another dimension). He encounters them as if a random wandering encounter -- or at least he encounters the teleport beam that scoops up a random farmer while Zatara and Tong are out on an evening stroll together.

Zatara investigates at the local observatory, where the aliens somehow push him into a teleport beam and he winds up on Saturn. The Saturnians look an awful lot like the Martian Manhunter, 16 years before his debut! Despite having super technology that allows instantaneous interplanetary travel, the Saturnians fight with lassos. Zatara meets their warlord and convinces him to leave Earth alone by showing him a Phantasmal Image of the planet Earth attacking the planet Saturn. Saturnians are very impressionable.

(Superman adventure read in Superman: Action Comics Archive v. 1; select pages were read on the Babbling about DC Comics blog; the rest read in summary either at DC Wikia or Mike's Amazing World.)


Sunday, May 22, 2016

Action Comics #11

Superman's powers are starting to look very familiar at this point. We again see Leap I, Outrun Train, Wrecking Things, and probably even Invulnerability (because even Tough Skin might not save you from a sub-machine gun, depending on how you're rolling weapon damage). Story-wise, it is good to see consistency in what a superhero can or cannot do. Superman, for instance, uses a drill to dig for oil instead of the Dig power, and he uses an ordinary torch because he has no powers that generate heat or flame.

In most different superhero RPGs, the superhero would be limited to a specific set of powers. Here, the player is on his honor to only prepare the powers that best emulate his Hero each game session. But this gives the player great flexibility too. In this story, Superman's player decides to use X-Ray Vision and Super-Hearing for the first time. Had he decided to use Blast II and Chick Magnet instead, Superman would have turned out like a very different character!

In Scoop Scanlon's story, Scoop is undercover and, to pass himself off as a mobster, has to shoot his friend Rusty. To keep Rusty alive, Scoop shoots his metal belt buckle -- which seems to me an incredibly risky move. I'm not even sure how I would handle that with game mechanics. A big penalty to hit for a "called shot"?  Or I could treat the buckle as cover and move Rusty's AC from 9 to 8. If Scoop rolled just right to hit AC 9 or 8 it would hit the buckle, but if he rolled any higher than that, he would hit Rusty.

With this issue, Pep Morgan moves closer to being an adventure strip. Press ganged onto a gun smugglers' ship, Pep escapes by swimming to shore ahead of the ship, past some sharks that luckily choose to ignore him. It's easy for the Editor and players to fall into the trap of thinking that all encounters need to be adversarial encounters, but that's too limiting for a RPG -- which is why we have encounter reaction tables in the first place. The sharks should be just as likely to be uninterested in Pep (if they've eaten recently), and what a more memorable encounter it would be if the sharks turned out to be friendly!

The gun smuggling ship captain takes shots at Pep as he swims away, but luckily the water serves as cover.

How The Adventures of Marco Polo hails from different times! A leopard hunt is already over when Marco decides he wants a leopard cub to train. So he instigates a fight with a female leopard protecting her cubs, the poor mother is killed by others in his hunting party -- and Marco is commended for his bravery! You know, instead of everyone telling him what a Class A jerk he was. At least, from this scenario, we see trained cheetahs being used like hunting dogs (an interesting idea, though I doubt wild cats would do that unless being magically controlled), jackals being used as a clue during the hunt, and a pack of leopards.

I almost want to keep jackals out of H&H -- they're so small they would, at best, share stats with a giant rat. A cheetah I would give 2 Hit Dice, the same as I would give a leopard. There would be little reason to stat them differently, except to give the cheetah a faster movement rate.

Tex Thompson and a party of supporting cast members explore a lost island. Despite the H&H rules on languages, Tex can't speak to the local Malays and needs an interpreter. Supplement I: National suggested an optional rule for language barriers. Basically, instead of tracking how many languages your Hero can speak, you track the exceptions (this will be explained as such in 2nd ed.).

Tex has to pass three challenges on the Malay island. The first challenge drops him through a pit trap into a pool with a shark in it. The second challenge is to overcome a warrior in single combat. In each challenge, the Malays are generous and make sure Tex always has a weapon. The third challenge is to get through a wall of fire. Here, Tex plays it smart and goes through the previous two rooms to look for items that will help him get through the wall of fire. He settles on a flag from the warrior room that he soaks in water from the pool room. It is important for the Editor to allow for multiple solutions to a puzzle like this; don't penalize the players if they fail to come up with the single solution you had in mind (so long as their solutions also make sense!).

Chuck Dawson's adventure reminds us that it's important to give some thought, when you're constructing a trap for your players, as to how the trap would be reset. In this story, a trapdoor in a cabin has a concealed pull-string rigged up so you can pull the trapdoor closed from outside the cabin (though, in this case, I don't get why you would need something so elaborate).

Zatara has a travel adventure -- that is, an adventure that happens to him as he's traveling from place to place, rather than having to travel to the adventure. His cruise ship crossing the Pacific is haunted by a ghost that can't be harmed by magic. Zatara figures out (before I did!) that the ghost is an illusion spell. This story sets a precedent for people being "killed" by illusions -- the body is convinced it is dead and stops functioning, so the person is effectively killed -- but a person killed by an illusion can be revived if done quickly enough before all body functions cease.

For spells, Zatara throws around a powerful polymorph spell that can turn a man into a door (that's got to be pretty high level -- it not only affects the man, but a nearby wall as well!), a Polymorph spell on both himself and Tong -- to turn them into mice (setting a precedent for how small the new form can be with that spell), and Gaseous Form on himself (this lets him move through keyholes). He casts some kind of spell that creates a hole in the wall (like Stone Shape, but is not limited to stone -- maybe it's just a 3rd level spell called Create Hole?).  He casts a polymorph spell that turns one object into another (4th level?).  He casts a spell that conjures items (Minor Creation?), then Fly Sphere on the audience around him. He casts an "astral form" spell that seems to be linked to the spell Locate Object -- this reminds me of the Improved Locate Object spell I already planned to introduce. He uses Phantasmal Force/Silent Image, and Dispel Magic. Finally, he uses Flesh to Stone.

Zatara must be at least 12th level magic-user at this point, and probably more like 16th level.  In comparison, Superman is probably only a 5th or 6th level superhero at this point. Which is why I plan to flip the xp charts around and let magic-users advance much faster than superheroes.

(Superman adventure read in Superman: The Action Comics Archives vol. 1, select other pages read at the Babbling about DC Comics blog, while summaries of the rest were read at DC Wikia.)




Friday, May 6, 2016

Action Comics #10

Superman demonstrates wrecking things and the leaping power of the alien race (or the power Leap I -- more likely Leap II on the cover), despite being out of uniform, in this story. I have long felt a rule about superheroes needing to be in uniform to use their powers was important, to give players a game mechanic incentive to have their superheroes wear a uniform. But since there are examples this early of exceptions...maybe I need something else that offers the same incentive. Maybe the Superhero functions as if one level lower when out of uniform?

Chuck Dawson has pretty clever plan, where he captures a mobster, hands him an empty gun to hold, and then pretends to be the mobster's hostage, while secretly holding his own gun on him. I think I've seen that on TV.

Chuck is exploring a hideout with a peculiar trap; a section of floor that revolves and covers a pit. Which itself is not so unusual, but that the section of floor has a cot attached to it seems odd to me. What if the bad guys got tired and forgot which cot is trapped?

Scoop Scanlon, undercover and in disguise, tries to impress some hoodlums by shooting a clock without looking at it. The penalty would be the same as shooting in total darkness, -4.

After seeing so much racism in the early comics, it's nice to see at least the Persians are getting a fair and balanced showing in Marco Polo's feature.

Zatara gets a hot plot hook at an explorers club in Shanghai -- explorers clubs being a good 1930s-era place for upper class heroes to get their plot hooks at. He's handed a treasure map to the Tomb of Genghis Khan, in exchange for a portion of the profits. Which sounds like a great adventure, really.

Though it seems like Zatara could just teleport straight there, he mounts a normal expedition with hired guides, porters, and the like, offering to pay out 1% of the treasure to split among whoever comes along. Zatara's old foe, The Tigress is there in Shanghai, spots Zatara, and starts shadowing him, which he never notices.

The geography seems a little off to me, as Zatara passes through a jungle in Mongolia. I always try to do more research than that when running scenarios.  Zatara also, foolishly, likes to go to sleep outdoors without posting watches, even though he has a manservant with him who seems like he would serve exactly that purpose.

Zatara tries to get help from a witch he passes on the way, but she understandably doesn't want Zatara robbing her nation's national treasure and offers Zatara what seems like an impossible challenge in order to pass her. Zatara uses a Phantasmal Image (his favorite spell!) to make Khan speak and passes her test, but rightly feeling tricked, the witch runs off to get help stopping Zatara anyway.

Zatara casts a spell on a group of horsemen/nomads pursuing him that has me a little puzzled. As I understand it, he utters "a spell that sends their rides galloping in the wrong direction."  But is that a Mass Charm spell? A Confusion spell? A new spell that would be called Misdirect Steeds?

He also casts a spell that summons a typhoon that Zatara then rides.  I'm still having trouble wrapping my brain around that one -- but maybe what Zatara actually did was summon a water elemental that helped transport him?

Zatara casts a spell that turns the swords of the next group of horsemen against them. Even having seen the page it's hard to say what spell this is? Mass Telekinesis? That's got to be at least a 7th level spell!

A genie -- or djinni as we call them in Hideouts & Hoodlums -- waits in Khan's Tomb with three tests. The first test Zatara passes by fashioning a stone bridge for himself (Stone Shape?). The second test he passes is walking through fire by wearing a coat of ice -- but I think the coat of ice is just "flavor text" for a Resist Fire spell.  The third test is to kill the djinn.  I suppose it's a fair spoiler to say that Zatara's arch-foe/femme fatale The Tigress is responsible for shooting the djinn when Zatara doesn't feel it's the right thing to do (and it probably helped that the genie looked like a hot woman). This not only sets a precedent for djinn being susceptible to bullets (unless they were magic bullets), but also a precedent for heroes and villains to team up to loot a hideout. This way, villains can claim loot that the heroes can't touch because of alignment restrictions and then still split it with the heroes later (unless the villains betray the heroes, of course!).

Finally, Zatara casts a spell that polymorphs all the treasure into dried peas to make them easier to carry. He lets the Tigress get away with a whole handful, which is actually pretty smart. She broke no laws because it's not illegal to kill genies, and letting her get rich takes away her prime motive to commit any more crimes.

(Superman story read from Superman Action Comics Archives vol. 1, select pages read at the Babbling about DC Comics blog, the rest read in summary form here)








Wednesday, April 13, 2016

Action Comics #9 - Part 1

We come back to Superman, who has an interesting antagonist this issue. No, not the Ultra-Humanite, he comes later -- but Captain Riley of the Chicago Police Department.

Though most of the Hideouts & Hoodlums games I run take place in 1941, when all Heroes are considered to be working closely with the authorities, many comic book heroes were rebels in 1939. Editors might want to play up this adversarial relationship with the police. 

Riley is himself an interesting character, probably inspired by Dick Tracy -- the then-already famous comic strip detective who's fictional city is never named, but was probably meant to be Chicago. Or Riley could be mocking the real life lawman Elliot Ness, who rose to prominence in Chicago, but came to Siegel & Shuster's town of Cleveland in disgrace by the late '30s. 

The mental patient Superman saves from suicide doesn't really figure into the main plot and is almost surely a random wandering encounter.

What happens next in the story is a fun bit of metafiction, considering what happens in a superhero story when the superhero's discarded clothes are discovered. This could be an issue where Editors will have to tread carefully -- how much do you hand-wave the challenges of hiding a secret identity, and how much do you challenge them with it? Superheroes in the comics often conceal their true identities for years and years just to maintain the status quo; in actual play, I suspect many players will quickly tire of maintaining their dual identities when it becomes too difficult.

Speaking of how much to challenge your players...Superman is completely flummoxed when Riley is about to search everyone and is about to find Superman's uniform under his clothes. Only a deus ex machina -- or a generous Editor -- allowed another non-Hero present to foil Riley's intentions. But this is the same danger inherent in avoiding conflict for your players. Just like, if you're too hard on them they may avoid conflicts, if they sense you'll always look out for them, they may play recklessly or foolishly.

But Action Comics isn't just Superman, so moving on to Scoop Scanlon...

Scoop encounters mobsters with a car that has rotating license plates. This should already be a trophy item in H&H.

Both the Scoop and the Pep Morgan stories have chases/races in them. From the description of both stories, it seems the chaser has a target number they have to reach, but an obstacle gets in their way and subtracts off their target number. The chasee seems to have a much more static role in these chases -- though I understand that this is not always so in chase scenes.  I'm considering, instead of a flat percentage chance of evasion, the chasee setting his own target number with an attack roll, and then the chaser having to hit that number. This would make high-level Fighters the best at car chases, which I have no problem with.

Hypothermia, or at least the threat of hypothermia, also plays a role in the Pep Morgan story. I think we can take care of this condition with cold damage without needing separate game mechanics for environmental harm.

In this installment of The Adventures of Marco Polo, Marco's hosts are playing a game like capture the flag, only on horseback and attacking each other with weapons.  I've talked before about unhorsing opponents, but it's worth talking about subdual damage with weapons. If weapons only render unconscious at zero hit points (which is recommended for all but very dark campaign moods), then there is no reason for a separate mechanic for subduing.


Tex Thomspon, in his adventure, makes a fire by rubbing two sticks together and, in the same issue, Chuck Dawson starts a fire using sunlight reflected off his pocket watch! It seems unlikely that this would come up often in a campaign setting where cigarette lighters are ubiquitous, and yet, with how often Heroes get captured....For a skill like this, rarely needed, with a low chance of success, I would just assign a blanket 1 in 6 chance to these.

Chuck Dawson lights his fire as a diversionary tactic. With diversions, to be fair, the Editor should use a save vs. plot (for the divertee, not the diverter) to avoid being diverted, rather than deciding arbitrarily.

If the summary I've read is to be believed, Chuck also disarms a gunman by throwing a pebble at him! I find it hard to believe the pebble could hit him hard enough to knock the gun out of his hands, but I also don't see a lot of evidence that surprise alone should have a chance of disarming the surprisee (as was an obscure rule in The Original Game).

(Superman adventure read in Superman: the Action Comics Archives vol. 1. Summaries of the rest read here.)

















Wednesday, March 23, 2016

Action Comics #8

Superman vs. Zod, Superman vs. Doomsday...the age of sensationalism is still many decades away. This month we get...Superman vs. Gimpy! Gimpy might not be able to go toe-to-toe with even the toned-down Superman of the early days, but he's an evil villain through-and-through -- willing to shoot young boys in cold-blood who can testify against him.

Because of stories like this, that focus on the redemption of children, Hideouts & Hoodlums has a mobster type called half-pints.

This adventure is an early precedent for the Race the Bullet power, as well as the precedent for the Extend Missile Range powers being usable on living targets (as missiles).

Superman's confrontation with the National Guard at the end of this story is evidence that the early Superman stories show him best categorized as Chaotic, Alignment-wise.

In Chuck Dawson's adventure, he falls and takes no damage when he lands in a pile of leaves. Falling damage can be very dangerous to Heroes, but Editors should be prepared to hand-wave that damage on any easy excuse -- if the Heroes are going to need those hit points for the upcoming challenges. One of the challenges of refereeing a RPG is keeping hit points low enough to maintain suspense, but not so low that the Heroes are sure to lose.

The Pep Morgan feature focuses on a ski jump competition. If it doesn't really matter to the story who wins an in-game athletic contest, the Editor could judge by who has the higher ability scores, hand-waving any further game mechanics and describe who wins using flavor text. If it sort of matters, but not really, the Editor could resolve who wins with a save vs. plot (whoever makes it by the larger number wins, if they both make their saves). If it's really important, so that the story revolves around it, H&H doesn't really help you much. The Editor can pretty easily improvise a mechanic, though, if he can work out what a good minimum distance is, a suitable random range the Hero can roll for to add, and then add the number from a relevant ability score to get the distance.

Tex Thompson and Bob check into a hotel run by ape-men! There are plenty of ape-men in comics and many different explanations for how they would exist. In this case, they are brain transplants between men and apes. Although gibbon men have been in H&H since Supplement I: National, a larger and more powerful intelligent ape has been missing from the game so far. Mind transfer machines have been in the game since Book II: Mobsters & Trophies, however.

Scoop Scanlon and Rusty are given a hot tip by a G-Man -- even Rusty comments on how unusual that is. En route to investigate, they get a flat. Scoop can tell just by looking at the tire that the hole in it came from a bullet (skill check for that?). Someone is sniping at their car from concealment, at range, with a silenced rifle. Thank goodness the sniper's not aiming at them or it would be over for Scoop and Rusty! While searching for the sniper, they find a dying man who knows them. The story doesn't tell us, but we're left to assume it's the G-Man. He tells them where to go next in the story.

While trying to save two more people, Scoop and Rusty have to go into a burning house and Rusty passes out first from smoke inhalation. Was it from hit points of damage, though, or a missed saving throw vs. poison? Both account for the variable of Rusty going down while Scoop is still conscious, but Rusty is soon revived by a bucket of water. Is this more evidence of rapid recovery of the first hit point from being down to zero hit points, or of a short duration for unconsciousness after a botched save vs. poison?

Later, Scoop points a machine gun at some hoodlums farming marijuana. They don't surrender at first, but some do after Scoop mows down some of the others. Now, if I had someone pointing a machine gun at me, I'd probably surrender. But that's why we use morale saves instead of the Editor always making a judgement call on when bad guys would surrender -- because there are other factors, and points of view, that can be better accommodated by random chance.

Heroes in comics could be pretty stupid sometimes. Zatara knows the pilots he's rescued were acting suspicious, but he still lets the maharaja's son go up in their plane with them. Editors cannot assume that players will make mistakes that dumb, as most would see that plot development coming a mile away. So, for every major decision the Editor anticipates the Heroes having to make, he should be prepared for at least two contingencies of how they might respond to it.

Zatara, for his part, demonstrates his Spirit Form spell again, Phantasmal Force, Invisibility, Enlargement, and also a new spell that would be called Rain Bullets (maybe a 3rd level spell, a slightly weaker version of Ice Storm, that really does rain bullets down for 4-24 damage, but Heroes in the area of effect would get to save vs. missiles to dodge it entirely).

(Superman story read in Superman: the Action Comic Archives vol. 1; some pages of Scoop Scanlon read at the Babbling about DC Comics blog, summaries of the rest read here)




Thursday, February 25, 2016

Action Comics #7

The Superhero power Raise Elephant comes from this issue's story of Superman joining the circus.

Superman's adversary, Derek Niles, faints from fright when Superman confronts him. Maybe this should be a failed morale save result.

Though this story of Superman rescuing a circus from bankruptcy is iconic, it gives us little to consider about game mechanics...except perhaps the curious incident of Clark Kent pulling off Curly's clothes as a prank in the last panel. This is going to be a disturbingly frequent stunt from the Flash two years from now, so it seems like the same power is in play here -- a 4th level power called Invisibly Fast.

Chuck Dawson, urging his horse Blacky to go faster, seems to be an example of the Cowboy stunt Increase Speed.

Virginia tells her dad that she believes Chuck can be trusted, even though there is mixed evidence to support this. Perhaps Chuck just got a lucky encounter reaction result...but I'm wondering if there should be Father's Daughter as a Lawful version of the Vamp mobster. The father's daughter would be able to detect good and heal wounds at least as well as a Hero with a first aid kit.

Chuck creates a diversion to move some gunmen away from the cabin so he can escape. The Editor could simply wing how long a diversion lasts, roll 1d4 and have it last that many minutes (combat turns), or make the bad guys save vs. plot each combat turn to realize they were hoodwinked.

In The Adventures of Marco Polo, Marco runs into two medieval versions of drunken hoodlums. The bandits are armed with whips and plan to use flaming oil. Hideouts & Hoodlums might need a rule about how much damage burning oil does when crossed, or when it's thrown as a grenade-like weapon.

So far, we have yet to see a story where a Hero gets amnesia, but here in Scoop Scanlon we see a hoodlum suffer temporary amnesia after a car crash. This would be an appropriate complication, then, when non-Heroes are reduced to zero hit points.

Tex Thompson is in jail, believed to be his doppelganger, Captain Diablo. A guard comes into Tex's cell with a gun trained on him, but because the guard doesn't have surprise Tex gets to roll initiative against him normally and manages a disarming kick before the gun can be fired.

Bob Daley is able to tell it's Tex and not Capt. Diablo, so SCMs at least have a good chance of seeing through the deception of doppelgangers. Also, we learn that doppelgangers do not match the fingerprints of their lookalikes.

In the Zatara story, Zatara and Tong are on a boat to South Africa. For a man with access to teleport spells, Zatara sure likes slow forms of travel. One of the Tigress' henchmen, Harold Faomes, is a slick hoodlum who comes up with an interesting strategy against Zatara. Knowing he can't possibly win in a fight with Zatara, he tries to blemish Zatara's reputation by convincing Zatara to play cards with him, but then loudly and publicly accusing him of cheating. Zatara clears his name, but lets Faomes get away, which of course works to the story's advantage later.

Faomes' real goal was to hire the local natives to attack a diamond mine. Zatara thwarts the attack by making himself look like their leader (either by illusion or polymorph isn't clear). Zatara learns that the Zulu attack was just a diversion, though, and Faomes has already stolen a bunch of diamonds and escaped. Faomes has been sighted heading north into Bantu territory, so Zatara and Tong follow. They are somehow captured by the Zulu, escape, and finally capture Faomes, only to learn that Faomes and Tigress pulled a rather clever trick on them -- Faomes was a second diversion, having already passed the diamonds off to Tigress, who is fleeing South Africa even now.

Somehow, Zatara gets back to Capetown fast enough to spot Tigress' plane leaving (Teleport, finally?). He uses some spell to force the plane to land (Telekinesis?), and Tigress is finally arrested for the first time.

(Superman story read in Action Comics Archives vol. 1, select Tex Thompson pages read at the Babbling about DC Comics blog, the rest based on notes found at DC Wikia)

Sunday, February 7, 2016

Action Comics #6

Though the covers still don't indicate it, this is the sixth comic book to feature Superman. It's also a special Superman story because it's the first story to look at the effects a real superhero would have on the world around him.  Specifically, in this case, how famous a superhero would be.

I had just this week talked about how there is no fame/popularity mechanic in Hideouts & Hoodlums, but that doesn't mean I haven't thought about it. The simplest such mechanic would be a 10% cumulative chance per level of the Hero being recognized. That would work for Heroes who travel broadly, but what about Heroes who choose to stay local -- how to modify that result for geographical distance outside the Heroes' campaign base? And how to modify it for Heroes trying to keep a low profile, versus those who were actively trying to court the press?  No, it makes more sense just to have the Editor wing this, based on the circumstances.

Back to the story...it amazingly anticipates the wealth of Superman merchandising that happened in the real world in the years following the character's debut. In the story, there's Superman Gasoline, the Superman Streamline Special (a car), Superman bathing suits -- all licensed products. If players want to pursue licensing deals for their Heroes in your game, you should probably use a simple encounter reaction roll to determine it. You could modify for level if you wanted to (+1 for levels 2-3, +2 for levels 4-6, +3 for levels 7+), or just leave it to the Hero's Charisma to modify.

Superman makes his saving throw vs. poison when Lois tries to drug him.

Superman snatching Lois out of mid-air is a simple attack roll.

Superman uses wrecking things to tear open the elevator doors, then uses the power Raise Car to raise the elevator (a quite pun-ish use of the power too, I might add).

"Chuck" Dawson loses his hat, or "sky-piece" as he calls it (the first time I've ever heard a hat called that). Even stranger is the line Chuck says next: "I'm sure glad those crooks didn't get a hold of this to use in their schemes".  Now, taken in the context of the fact that one bad guy had just stolen his horse, maybe Chuck is kidding, but taken literally, the idea has distinct possibilities. What if a bad cowboy can make himself appear to be a good cowboy by wearing a good cowboy's hat?

Pep Morgan goes on a hunting trip in this adventure and bags the biggest wildcat his guide has ever seen. Now, maybe the guide is prone to a little exaggeration, because the wildcat doesn't look proportionately larger than a cougar to my untrained eyes. Perhaps it's only slightly larger than normal because it has max or near-max hit points.

He also shoots a black bear, that goes down after two shots. I'm not keen on the idea of lowering bears to only 2 Hit Dice, so either this bear had unusually low hp, or this episode is a case for the optional expanded weapon damage for firearms (from Supplement I: National).

The Adventures of Marco Polo installment is remarkable for teaching me the word "caravansary", which is apparently an inn with a courtyard large enough to accommodate an entire caravan. How did I go so long without knowing this word for D&D?

In the scimitar duel Marco observes, parrying is clearly a combat option. Parrying has always been a feature (albeit a little-used one) in H&H's combat mechanics. But in Marco's follow-up sword fight, it seems dodging is a combat option as well. If players aren't using parry, will they be more inclined to use dodge?

The "Tex" Thompson adventure takes place in Europe. I've long disliked the use of fictional place names in comics and don't see much use in them, so it's a little frustrating when a place name comes along that I can't place to a real world analogy. In this case, Tex is flying over the "Trysolian" Mountains, and I cannot figure out what that's supposed to mean.

A big fighter plane forces Tex to land his biplane. I'm not sure if Force to Land should be an aviator stunt, or if it would just be a normal reaction to being shot at in the sky.

Last month, Black X ran into a villain who looked just like him in Feature Funnies and, this month, Tex runs into Captain Diablo who looks just like him. I might need a doppelganger mobster type for this, since the trope reoccurs so frequently.

In their aerial dogfight, Tex and Diablo keep circling each other, as if they both use the Find Blind Spot stunt, and cancel each other out.

My coverage of Zatara the Master Magician begins with a bit of a poser -- how does Zatara cast a spell with no verbal, somatic, or material components, while his hands are tied? He casts a spell on the Tigress that makes her look old and ugly. I'm not even sure what spell this would be -- Polymorph Other? Bestow Curse? A new spell called Uglify? Not for the first time, I wonder if H&H Magic-Users should have access to a combination of traditional spells and psionic disciplines...

Zatara uses a new spell that lets him, and Tong, assume gaseous form. His next spell is really tricky, though, when he transforms two dervishes (from Book II: Mobsters & Trophies) into mounds of sand, but mounds of sand that can still talk. So what's that? Clearly not a polymorph spell, since sand can't talk. Maybe an illusion, fooling them into thinking they are mounds of sand?

Zatara travels in his spirit form again in this issue, but the narrator calls it his "shadow" instead. He summons two pegasus-unicorns, which should be beyond all but the most powerful Mobster Summoning spells. Then he casts a spell he calls The Swords of Fire of Allah, which looks an awful lot like a Blade Barrier spell, except that it's really just another illusion; a dervish leader is able to disbelieve it.  He also casts a spell that buries the leader up this neck in sand and leaves two followers floating helplessly in the air (another variation of Hold Person?).

There isn't much elaboration on the contents of the pyramid of Cheops, but we know that Cheops is still there as an undead mummy, and guards a chest full of treasure but is really only interested in guarding one large emerald. If you win a friendly encounter reaction from Cheops (like Cheops did), he will loan you the Dead Armies of Cheops -- who are strangely dressed in medieval scale armor and riding horses, even though Egyptian troops did not have saddles. There are apparently thousands of soldiers, enough to sack a city defended with superior weaponry.

Lastly, Zatara seals the pyramid with a "curse", but he probably means a Wizard Lock spell.

(This issue can be read at Comic Book Archives)









Tuesday, January 19, 2016

Action Comics #5 - part 1

That the early adventures of Superman took place in Siegel & Shuster's home town of Cleveland, Ohio is no secret, so it's strange that the dam Superman saves here is the "Valleyho" Dam when what's clearly meant is an Ohio Valley dam.

This installment features the first of many times Lois tries to trick Clark. It appears that she succeeds; Clark goes to the hospital fully expecting to find the news story there Lois told him about. And why not? He has no reason to suspect his own supporting cast has ulterior motives. Aren't they just around for offering him plot hooks? Typical of a novice player. And it's not like Hideouts & Hoodlums players go around, using mechanics like sense motive skill checks on everyone they meet.

The narrator says Superman reaches the dam at "the speed of light", but that is very clearly hyperbole. Superman appears to only be using the 1st-level power Outrun Train here -- or perhaps the 3rd-level power Race the Bullet, since the train had so much of a head start on him.

Displaying a 3rd-level power would not be the only time this story that Superman displays abilities that seem like they should be beyond his level with so few experience points to his name. He uses the high-level power Raise Bridge to save a train, and Divert River to save a town. He still has his limits, though, as he seems to have no power at his disposal that can buff him enough to stop the dam from bursting.

His power level also seems to go back down after this story. Perhaps his Editor kindly let him have some extra levels temporarily just to handle this scenario (they are called "Big Bang Levels" in Supplement V: Big Bang).

Superman wrecks a car to rescue Lois, a clear example of his wrecking things power.

The gag filler Coyote Canyon Bill shows Bill suffering damage from what appears to be the desert heat. I would not consider even the hottest desert capable of causing heat damage, though; more likely, the damage being inflicted on him is more likely from dehydration -- maybe 1d3 points of damage per 4 hour "rest" turn?

When "Chuck" Dawson ambushes his pursuers from behind a "clump of rocks", he has an advantage of at least a +2 bonus to hit -- +1 for being from behind and +1 for having a height advantage.  If he took a 1-minute turn to aim, he is at +3.

I've talked before about making it easier to survive falling damage into water, but this installment of "Chuck" Dawson specifies how far he can fall and take little or no damage -- 40'.

Pep Morgan's sports-themed installment, this time, is about sailboat racing. I'm not expecting this to come up often in H&H, but if it does, I've got some useful tips here, like there's a danger of capsizing if you try to start off too fast. There's also some actions that could be applied to any race, like "trying to squeeze through on the inside", or crashing other vessels, or lightening the load. I wonder, though, if I need separate game mechanics for each of these?

Phil the Floater is a short comic piece by "Alger" with his squat funny people. Phil is a thief -- not of the Mysteryman type, but just a common thief. His trick is diversion, swipe, and run -- a trick just about anyone could try and have a chance to succeed at. I would treat it the same as picking pockets, with...maybe a 2 in 6 chance of success?

The Adventures of Marco Polo picks up where it left off, with Marco and family being attacked by a large snake. This is a smart snake, too -- in addition to trying to bite and constrict, this one also can try to trip with its coils! I am not opposed to giving such extra attacks to exceptional encounters, but normally the trip attack would take the place of the bite or constriction attack.

One of the people attacked by the snake has a sprained leg that's still bothering him the next day. Non-Hero characters can suffer all kinds of complications from injuries, that can linger as long as the Editor needs them to -- even after magical healing!  Heroes should be exempt from lingering complications, unless the Hero and Editor agree it is useful to the story.




(This issue can be read at Comic Book Archives)






















Friday, January 1, 2016

Action Comics #4 - part 1

For the entire length of 2015, I tracked the build-up of the Golden Age, from as far back as 1935, to September 1938. I have taken what I've learned from reading these comic books and sharing them with you, what I've learned that can make the RPG Hideouts & Hoodlums emulate Golden Age comics even better.  Now, here we are, returning on New Year's Day, for Year 2 of this project and a return to Action Comics.

Superman uses the power Outrun Train to reach the stalled auto before the train hits it, but why is Superman concerned that the driver will "kill us both"? Why would an invulnerable superhero say that? Because Invulnerability is a buffing power that Superman has either not prepared for today, or is too low in level and doesn't have yet.  Then Superman leaps away. That could be the power Leap I, but since Superman leaped so much in the early days, I just gave aliens that as a free ability.

What's really weird is that Superman just happens to pop into the train in exactly the right passenger car to overhear a plot hook. As Editor, your job will be to create the plot hooks, but not to pre-plan where the Heroes encounter the plot hooks. It's best just to have them spring up wherever the Heroes happen to be.

Superman makes a rare use of the Change Self power (with the flavor text of grease paint make-up to explain it).  Superman also shows a willingness to drug and kidnap people he needs out of the way to make his plans work. Non-Lawful behavior? It shows that H&H needs a flexible Alignment system that does not punish for deviation.

When Superman is getting punched and doesn't feel it, that's because his opponent is actually "missing" to hit Superman's Armor Class. The rest is only flavor text.

But did I miss an opportunity to introduce a new power -- something like "Untackleable"?  When Superman has four football players hanging off of him and keeps running, was that just lucky dice rolls from the grappling attacks? Perhaps a creative use of the power No Encumbrance to carry the four men on him and keep moving?

The pocket knife, snapping on Superman's tough skin, was my inspiration for the Super-Tough Skin power.

"Chuck" Dawson, in his story, demonstrates the cowboy stunt Summon Horse, while his opponent demonstrates Jump into Saddle. I don't know what I'm going to do with the Cowboy stunts in 2nd edition. Somehow fold them in with how skills will work? Make them available to everyone when they go to the Mythic West?

Chuck uses rope to rappel down a cliff. Although this would be a tough thing for me to do, I imagine this would be pretty easy for a Hero-type, and I wouldn't require a roll for it. Now, without rope, or if the cliff was wet...

Pep Morgan, in his feature, does a lot of swimming (he seems to move from sport to sport, monthly). First he does a rescue stunt in calm water and then another one in rapids later. Now, like the rock climbing mentioned above, the rescue in calm water probably needed no dice rolls. But swimming in rapids, fighting the current -- should that be something level-based, like a saving throw vs. science, or an un-graduated skill that everyone would have a 1 in 6, or 2 in 6, chance to perform?  For 2nd ed., I'm leaning towards the latter.

I don't often mention Alger's funny squat-figure people strips, but I found Bad Bill: the Menace of the Hills particularly amusing.  When the old guy says "Ain't you sorta jumpin' t' conclusions?" and Bill says "I allus jump t' conclusions!" -- I can just imagine Yosemite Sam saying something like that. Incidentally, the old man's bulletproof vest shows that armor might be appropriate for even a Western setting.

In The Adventures of Marco Polo, Marco and Niku survive a sandstorm by finding shelter. but does the shelter shield them entirely from the storm, or only give them a bonus modifier to saving throws vs. science? At issue is, how important is shelter in avoiding environmental damage?

Later, Marco and his Uncle Mafflo engage in some holiday swimming racing. Since it's not important to the story, I'd just compare Strength scores, higher score wins. If it was more important -- like money or prestige was riding on it -- I might add a random element by comparing Strength +1d6.

Then the Polos see lions attacked by a python. It's a big python -- I don't know if I'd call it a giant constrictor snake, but it doesn't seem to be normal size. Huge? Lions were statted right away in Book II: Mobsters & Trophies. Regular constrictor snakes were statted in Book II, but I don't think I ever went the large/huge/giant routine with them.

(You can read this issue at the Comic Book Archives)








Wednesday, December 16, 2015

Action Comics #3

Superman is only three stories old at this point and, so far, his power level is holding pretty steady. We are told Superman can run "at a pace that not even the fastest auto or airplane could duplicate" and, in 1938 this is pretty much true of anyone able to move "faster than a speeding bullet" (though planes in a dive could approach bullet speeds).  This is probably the third level power Race the Bullet. If Superman is just trying to get from point A to point B with no time crunch, though, his player doesn't even really need to use a power -- it's just flavor text how he gets there.

When Superman resists the poison gas, that is the first level power Different Physical Structure.

When Superman is carrying three people all under the same arm, that's the second level power No Encumbrance.

When Superman is clearing the rubble in the mine, that could be the first level power, Raise Car -- but, since the panel specifically says demolishing the barrier, one could make an argument this is his wrecking things ability in play.

Superman exhibits some sort of super-climbing power when he climbs an elevator cable, hand over hand, while holding an unconscious man balanced over his shoulder. I neglected to give Hideouts & Hoodlums a super-climbing power, though I admitted in Supplement IV: Captains, Magicians, & Incredible Men that the game needed one.

Given the powers he has available to him, Superman is probably 4th level by this story.

Superman demonstrates his super-leaping alien ability when he vaults the wall around the mansion.

I wanted Superheroes to have to wear a costume, so I came up with the rule that they only gain XP as Superheroes and can only use their powers when in costume. In doing so I, conveniently, neglected to consider the prominent instance of Superman wrecking the wooden tunnel supports right here in this issue.

Though one could make an argument that the Superman story in Action Comics #2 was the prototype for this type of story, this issue marks the first of the Superman morality plays. This subset of Superman mythos consists of stories where there is no antagonist, but only a character who needs to learn a valuable lesson.

The Tex Thompson serial continues with Tex and Bob in the Sealed City, dealing with the Gorrah of the Sealed City. It's clear in this story that "Gorrah" is a title, but the Gorrah is starting to also look like a mad scientist-type. He has three servants who seem to be invulnerable, even to bullets to the chest, but maybe they just have really, really good Armor Class. Once Tex discovers their weak spot later (the tops of their heads), he knocks them out with a wooden club.

The central theme of the story is containment. The city is contained in a volcano. The main building in the city is a fortress within a fortress (with a dry moat and drawbridge separating the inner keep from the fortress surrounding it).  The Gorrah tries to contain Tex and Bob in a pit trap (it dumps into an underground stream, but since the water is not deep, it's unclear how lethal this trap was supposed to be). They find the true Gorrah contained in his own deathtrap (buried in sand, surrounded by red ants).

The Tex feature doesn't take itself particularly seriously, with two of the Gorrah's servants named Scharem and Hawntem. The scenario is also...well, pretty impossible. As mentioned above, the previous issue seemed to indicate that the Sealed City was inside a giant volcano, but Tex and Bob fall into an underground stream and follow it for what "seems like days", only to still emerge in the Sealed City. Is the volcano, like a TARDIS, bigger on the inside?  Or, more likely, this type of H&H adventure is an example of a stream-of-consciousness storytelling, only accidentally making any kind of sense.

"Chuck" Dawson's story includes a rare instance of the Hero tripping his opponent. Though one would think tripping would be the easiest grappling maneuver, it's neither very heroic-looking nor as visually impressive as others, so it's often ignored in the comics. Because of this, I would not give it a better chance at success than other grappling results.

In the Mythic West "Chuck" Dawson inhabits, $500 is a fair reward for a murderer.

Does this installment of Zatara, Master Magician include a clue as to where it takes place? Zatara is staying at the Hotel Hilaire. Could that be a hotel in Mont-St-Hilaire, Quebec? Of course, if Zatara is a globetrotting magic-user, why not?

Zatara uses a new spell, Spirit Form Projection, in this story. It is similar to clairvoyance, but he is seeing from the eyes of his own invisible presence. The range is very good (maybe a mile?), but anyone above 1 HD has a chance of sensing the caster observing them.  This spell could be 3rd or 4th level.

The next spell is very difficult to explain, as Zatara creates a single-pilot fighter plane with just a glance, so Tong can learn how to fly it. I highly recommend that Magic-Users not be allowed to create extremely powerful/elaborate trophy items with spells (maybe minor ones, temporarily). My suggestion is that Zatara has just made a visual illusion of a plane for Tong to study before practicing with a real plane.

Interestingly, instead of conjuring a phantasmal date, Zatara visits a female escort company to hire a date to a party. Could escort services have been more innocent back in the '30s? We may never know, because Zatara hypnotizes (Charm Person?) his date and makes her go home with no memory of how she got there (should Charm Person be allowed to make people forget things?). He also might be using Charm Person to give Tong more confidence in his piloting skills. Zatara does cast Phantasmal Force to prevent a killing, and later to convince a hoodlum that he has a cannon pointed at the Tigress' hideout. He also casts Polymorph on Tong, to turn him into a bird, and Transmute Flesh to Stone on a hoodlum.

Zatara must be at least a 9th level Magic-User at this point. I'm okay with making Magic-Users advance through levels faster, but this seems a little too fast. Or Zatara has a LOT of untold tales.

(You can read this issue at Comic Book Archives)








Wednesday, November 18, 2015

Action Comics #2

And we're back again already, visiting the second appearance of Superman. We pick him up where we left off, in mid-leap, and when he lands his impact breaks the sidewalk apart. It's a perfectly natural result and one often ignored by future superhero scribes -- but also one of the inspirations for Superheroes being able to wreck things as an "at will" power. It seems to be the impact as much as the fall that startles the man with him into confessing, and pages later Superman casually bends a steel bar to intimidate another man into submitting to him. This leads me to think that any show of wrecking things should lead to a morale save.

Consistent with last issue's assertion that Superman could leap 1/8 of a mile, he appears to have leaped over 500 feet to the top of the Washington Monument. This is the power Leap I. But even in this issue inconsistencies begin to creep in. Superman jumps up to crash into a fighter plane that was surely strafing at 3,000 feet. This would be Leap IV, well beyond what a 1st-level Superhero should be able to do.

Incidentally, the South American war depicted in this story is meant to be fictitious; there actually were no wars going on in South America in 1938. The closest war was the Chaco War between Bolivia and Paraguay that raged until 1935.

There is a curious instance on page 4 where Superman appears to fail some kind of balance check, though he might just be toying with the thugs who are after him.

This issue is also the one that clinches that Superman is from Cleveland, just as all of Siegel and Shuster's characters seem to be.

Superman blocks the shots from a firing squad with his body...and perhaps I've been too harsh, game mechanic-wise, on blocking like that. Giving the attacker just a penalty to hit their original target may be too harsh, and not in keeping with the spirit of sacrifice one expects from heroes.

The power Extend Missile Range is sort of a catch-all power for throwing missile weapons extra far, or throwing people around "as tho he were hurling a javelin".  The range of a thrown javelin may or may not be 60', but that's what I went with for the power.

Moving on to the Scoop Scanlon story...Scoop dives into a storm-tossed ocean and swims out to a shipwrecked boat -- what should his player have to do to make that happen? Obviously there is an element of risk here and simply moving ones Movement rate across the terrain isn't going to cut it, but the risk is not something easily expressible as lost hit points.  A save vs. science or drown (die)? Perhaps a bit extreme. A save vs. science or take 1d6 points of drowning damage per turn? Possible, but not very elegant.

Tex Thompson finds a lost city known only as "The Sealed City" inside a hollow volcano up in the wilderlands of northern Canada. The entrance is a secret door that appears to be part of the rocky side of the slope, but vanishes when a doorbell-like button is pressed on a small panel nearby.  Despite being thought of as a city, it is mostly wooded inside, with just a few buildings and only two residents (seen so far). They both look like yellow peril hoodlums, but are clearly inhuman, speak some unknowable tongue, and one (but not both!) only has a single central eye in his face. Gorrah of the Sealed City also has a hi-tech device -- a telepathic projector that projects any words he is thinking into visible words anyone viewing the projection can understand.

Chuck Dawson demonstrates the ability to climb up to a roof (albeit of just a small shack). He definitely demonstrates that there should only be a random chance of successfully climbing, because he falls off the roof by accident and stuns himself for 1 minute (1 combat turn) when he lands. This, coupled with my suggestion from yesterday, means that all damage to a Hero (expressed in lost hp) should come with a saving throw to avoid being stunned (but measured only in combat turns?).

Zatara suddenly has the more familiar mustache and black hair he's known for in this issue and hereafter. Could his brown hair last issue have been an illusion?  He also demonstrates casting Levitate, Charm Person, and has a spell that must be a weaker version of the spell Create Food, as it alters already existing food into better food, and a stronger version of Fly -- this version summoning a magic carpet that lets up to three people fly (or he owns a Carpet of Flying, that follows him invisibly?). He also casts Project Image - which is currently a high-level spell.

Zatara uses a spell that allows him to transform a weapon into something harmless (a gun into flowers), and we probably do need a new spell for that. When he transforms someone into a giant sunflower plant, though, I'm more inclined to believe that's only an illusion (particularly since the giant sunflower still has a face).

Zatara also, curiously, lives in a world where people can calmly see him work magic in public and react as if it was normal, and then does not himself act suspicious about how normal it seems to them.  A high magic campaign?  He also makes the curious statement that ghosts cannot kill living people -- which would make undead monsters a lot weaker.  Of course, Zatara might have just been lying to comfort those around him.

In this story, Zatara uses a mixture of backwords words and simple nonsense words as "magic words". All of this should be considered flavor text and not important to how the spells function.  Something that does effect how spells are cast is that Zatara cannot cast any spells with a bag over his head. However, Zatara can still project his "spirit form" (Astral form?). Could Zatara have both magic spells and psionics? Psionics were introduced in Supplement III: Better Quality, but have seen little use in any other Hideouts & Hoodlums material other than that.

Something else that comes up in this story is that Zatara casts a spell that does not summon ghouls, evil spirits, and demons, but simply makes ones already present visible to frighten some thugs. This is similar to the Dr. Mystic story I talked about a long time ago, where a densely populated spirit world always seemed to be just outside the panel borders. Some sort of Lower Borders spell would need to be a brand new spell.

(This issue can be read at Comic Book Archives)