Showing posts with label Crimson Avenger. Show all posts
Showing posts with label Crimson Avenger. Show all posts

Monday, January 18, 2021

Detective Comics #37 - pt. 2

*sigh* "Spy" used to be so good when it was Jerry Siegel and Joe Shuster working on it. Ever since Maurice Kashuba started drawing it it's been so boring, I wonder if Siegel's name is only contractually on it and he's not actually writing it anymore.  

The plot here is that a bomb blows up a "conference of government officials," with no specifics as to the nature of the conference or the level of the officials present. Forensic evidence points to a suspect, which our hero Bart Regan collects from the scene, which seems odd because you would think a forensic specialist instead of a spy would be collecting evidence. 

An assassin tries to shoot Bart in the back, but facing doesn't matter in Hideouts & Hoodlums; if you win the initiative roll, you can turn around and deck someone behind you, just like Bart does. 

Undercover, Bart tries to join Ligoni's mob, what we would call a terrorist organization today. Ligoni is a skilled knife thrower and tests his new recruits by throwing knives at them until they flinch. Bart stands still for 16 knives before Ligoni gives up. I would use two mechanics for this: one is rolling to attack Bart with each throw. Since he's trying to miss, a successful "hit" becomes a miss. The other is requiring a save vs. plot from Bart to see if he flinches. If I was really mean, I'd make him make 16 different saves, but the odds would really be against him then. I would have him roll once and, if he missed, the number he rolled is the number of knives he can withstand without flinching. Then, to be fair, I would roll randomly (on a 20-sided die) to see how many knives Ligoni throws.

During the initiation, a mobster walks in who knows Bart and recognizes him immediately. Bart was "disguised" only with a change of clothes to look like a criminal, which is not enough to warrant a mobster having to make a saving throw to see through it.

Whimsically, the newspaper headline saying the bombers were captured is from The Daily Star, the newspaper Superman then worked for. This could be seen as the first cross-title continuity between Action Comics and Detective Comics.

In Cosmo, the Phantom of Disguise, Cosmo's friend is a ship captain tasked with delivering unspecified "chemicals" to England. I immediately thought this was suspicious and did some digging and saw that we did send chemicals to England -- illegal mustard gas -- in 1943. We never do learn if it's that type of chemical being delivered.

It normally took a steamship 15 days to reach England from New York then, but the captain seems to suggest it will take 1 whole month with the circuitous route they planned around the "war-infested areas," which actually does sound like quite a reasonable precaution.

Cosmo, in disguise, hears talk of mutiny on board the ship (after a skill check for listening?). In a clever bit, Cosmo pretends to shoot the captain with a blank cartridge, then dumps a dummy overboard, so the mutineers will trust him and the captain can still move about the ship. Less clear is how Cosmo further distracts the mutineers with an explosion timed to when he drops the dummy in the water. Are the explosives inside the dummy? And if so, wouldn't dumping them in the ocean stop them from detonating? The story should have ended with the captain rallying the loyal crew for a big fight, but the story is running out of pages, so the mutineers all flee to the life boats, but Cosmo punches out the ringleaders before they can board the boats (why the ring leaders wait so long, until all the other mutineers are at sea, before leaving the ship is not clear).

The Crimson Avenger returns! A rich man's daughter has been kidnapped, so the Crimson Avenger goes to work -- as reporter, Lee Travis. He apparently finds no useful clues, so he comes back that night as the Crimson Avenger and, at gunpoint, forces the dad to tell him where the drop point for the ransom money is. His only plan now is to follow the kidnappers' car from the drop point (are police not doing the same?). 

The twist is that the kidnappers' hideout is a mansion in the suburbs. The Avenger even gives us the address for the mansion, 704 West Highway, "Scarchester." That sounds like Dorchester, Massachusetts to me. When he gets there, though, all the Avenger does is point a gun at the five kidnappers and wait for the police to arrive. Boring, and the art is terrible. What a bad comeback!



Wednesday, August 10, 2016

Detective Comics #29

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

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

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

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

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

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

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

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

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

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

And that's all just from the Batman story!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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











Friday, July 15, 2016

Detective Comics #28

We're back around to Detective Comics again already, with this being the second appearance of The Bat-Man.

The Bat-Man demonstrates voice mimicry in this story. That's not currently a skill in Hideouts & Hoodlums. I'll...consider how important/useful it would be.

When The Bat-Man kicks a thief off a roof (to the man's death, no less), he's using a throw attack. A flip/throw can make your opponent prone or move him 5', if you hit and he fails his save vs. science.

In the world of comic books, confessions signed under duress caused by vigilantes seem to be fully admissible in court. I wonder if H&H needs a short article on the law in a comic book world.

While most Buck Marshall, Range Detective (moved to here from Action Comics) stories followed the same pattern of following tracks to the killer, this one starts with the unusual premise of Buck being arrested, and then told he was arrested so he could talk to the prisoner in the cell next to him and try to get some kind of confession out of him. It's an interesting set-up for an adventure, though I could see players holding a grudge for the sheriff not telling them his plan first.

In the most ridiculous example of disarming a gunman to date, Buck does so by swinging a hat.

Someone else besides Joe Shuster is drawing Spy in this issue, and the story hurts for it. Bart's partner Sally is still missing from the strip, which also saps much of the uniqueness out of it.

I'm not sure what country "Baralia" is supposed to be, but unless it's Mexico or Canada I really don't see how they plan to get their tanks and infantry to the United States.

Bart demonstrates picking a lock (could be a spy class feature, but I plan to give it to everyone anyway).

Lee Travis, The Crimson Avenger, falls off the running board of a fast-moving car, fast enough that the damage makes him need to see a doctor afterwards. Maybe we need to fashion a game mechanic for horizontal falling? If speed was the only factor, then falling while going 20 MPH would do 1-6 points of damage, 40 MPH would do 2-12 damage, 80 MPH would do 3-18 points of damage, and so on.

The Crimson trades in his gas gun for itching powder in this story, though the itching powder is encountered off-panel and we never see how effective it's supposed to be. Speaking of effectiveness, The Crimson gets kidnapped, not once, but twice in this story by hoodlums.

Bruce Nelson is shown being able to read Spanish. The H&H rules talk about not bothering with making Heroes keep track of what languages they can speak; at least the common written languages need to be covered in that too.

A mastiff runs loose in Doctor Fu Manchu. Dogs were the pit bulls of their time, in terms of reputation for violence (and probably equally undeserved). While I had previously statted dogs as 1+1 Hit Dice, 2 Hit Dice might not be unreasonable for mastiffs.

(Batman story read from Batman Archives vol. 1. I managed to read most of the rest of the story at readcomics.net until malware on the site overcame my malware blockers. May have to stop using that site...)


Friday, June 24, 2016

Detective Comics #25

This one is woefully out of order. I had skipped over it because the summary I'd read seemed so uninteresting. Now that I've read it myself, though, I found plenty worthy of comment.

Nailing down where the early Heroes are from isn't easy most of the time, but here Speed Saunders tells us he's from New York. He also tells us some useful tips for checking corpses: check the wrists to see if they had show signs of having been tied up, and -- of course -- check the ground to see if there's enough blood, or if the body was moved. And, of course, play every hunch. Even though the body seems to have been killed by a hammer blow to the head, Speed still asks for the stomach to be pumped -- just for, you know, whatev's -- and then by amazing coincidence finds the true source of death. It makes me curious about how a skill in Hideouts & Hoodlums shouldn't be "get sudden hunch" -- which would let the Editor feed clues to his players...

In Spy, Bart and Sally are the first Heroes to be given a plot hook by FDR himself! Speaking of amazing coincidences, Sally reaches into a spy's desk drawer, pulls out random papers, and they just happen to be detailed invasion plans. Now, maybe the Editor assigned something like a 1 in 6 (or even a 1 in 8!) chance of stumbling on just the right papers and Sally's player got lucky, or the Editor fudged events to ratchet up the stakes in the scenario.

In The Mysterious Doctor Fu Manchu, slime-covered walls prevent climbing from a trap. It's your standard flooding room trap with one extra twist -- there are beams just high enough for the Heroes to grab and try to pull themselves up, but concealed on the top of the beams are sword-blades. Although the characters believe they could sever fingers, we deal with more abstract injury in H&H; they probably do only 1-6 damage.

The Crimson Avenger carries two trophy items: a lineman's phone that he can plug into someone's else's phone jack and use, and the first gas gun used by a Hero in comics!

Bruce Nelson is said to have a curious ability: he can shoot "accurately while on the dead run".  Now, normally, one can make two moves in combat in H&H, or one move and an attack. This seems to be implying that Bruce can make a full move and still get an attack. So what's going on there? Should this be a skill everyone has, like a 1 in 6 chance to shoot while on a dead run? But skills don't affect combat, class and level (and to a limited extent, ability scores) affect combat. For running combats consistently, I'm inclined to ignore what Bruce just did, but I'll watch for more evidence...

Crooks often do dumb things in comic books that make them easy to find. Bruce homes in on a gang of robbers because all of their robberies are roughly equidistant from the same town the bad guys use as their base. Heroes should always remember to check maps and look for patterns -- though it should not fall to the Editor to spell out what the patterns are.

Slam Bradley & Shorty Morgan (really, Shorty) are attacked by a rattlesnake when they try attending college to better themselves. That Slam can't spell, but in another issue is revealed to be a self-taught magic-user, either shows that the strip had no sense of continuity, or that an education-related stat would be unnecessary in H&H.

Slam is good at division of labor; when a rock is thrown through their dorm window with a note tied to it, Slam leaves Shorty to read the notes, while Slam crashes through the window to chase the thrower. Smart players will make quick decisions like this, so that all the Heroes aren't trying to accomplish the same thing.

(Read at ReadComics.net)


Saturday, June 11, 2016

Detective Comics #27 - pt. 2

There was a time when Speed Saunders was top billing in Detective Comics, but now he just gets to come second after The Bat-Man. A beat cop who must know Speed summons him to the scene of a corpse found on the riverfront, tied up and strangled. Speed sees an unusual design on the man's collar that he takes to be a clue. Smartly, he heads to the public library to research it. Weirdly, the library is open to him, even though it appears to be nighttime. Did Speed just break into the library, because he couldn't wait until morning to look for clues? That sounds exactly like some players I've had...

Speed finds a weird trap in a man's house; behind a secret wall panel is a mannequin arm holding a gun, so that one only has to pull a string at the back of the arm to make the gun shoot. It seems overly elaborate at first, but it would allow someone to murder within the house without getting any powder burns on the killer's own hand.

Buck Marshall, Range Detective, does a first class job of searching for clues -- checking for how much blood leaked from each wound, checking the local soil against the soil on the dead man's clothes, checking the nearby horseshoe prints, considering the effects of the weather on dating the tracks, considering the direction of the shots, checking for loose hair, and considering the length of the stride to estimate a man's height -- all things a Hideouts & Hoodlums player can look for while investigating.

In Spy, the Chairman of the House Un-American Activities Committee dies -- which is actually kind of a funny pun, because in 1939, the Chairman of the Commitee's name was Martin Dies.  Or is it the same Committee? Bart Regan says there were five members on the Committee, but there were actually seven members in 1939, a fact that should have been easily verifiable, and none of the actual member names are even close to the fake ones used in the story.

Here's another wrinkle -- though Bart Regan is often referred to as a spy, his actual credentials here show he works for the Secret Service. Or are those fake credentials? That could be a good trophy item...

Bart has an interesting encounter with a wandering encounter; when a gunman climbs through his hotel window, Bart is immediately incredulous. "How in heck could you have known so soon that I'm on your trail?" Bart wails at the unfairness of it. But the gunman turns out to be a hungry thief, unrelated to the case. I can just imagine an out-of-character exchange going on, between player and Editor, with the player complaining that the Editor was using knowledge of the player's actions unfairly, and the Editor backpedaling and changing the encounter.

Bart encounters an unusual murder weapon -- miniature "bombs" wrapped in cellulose and concealed in food. The cellulose dissolves and the bomb goes off on the inside, apparently for lethal damage (though it's hard to imagine a bomb that small doing much damage...). It's also hard to believe the enemy spymaster falls for the old "switch the bananas when you're not looking" trick - but I guess he missed his save vs. plot.

I learned a history lesson from The Crimson Avenger when he refers to a miniature camera as a "candid camera". And here I thought that phrase was invented for the TV show!

Again, The Crimson shows unusual abilities -- leaping a 6' fence, climbing the drainpipe of a building, and snapping rope bonds when tied up -- all too weak to be superpowers, but possibly Mysteryman stunts.

Bruce Nelson is investigating a Voodoo-related murder in New Orleans, and the author seems to have actually done some reading on the subject; the crosses and snakes at the murder scene seem like appropriate motifs. I wonder if the Creole words are authentic or just gibberish. Anyway, I always try to put some research into my scenarios like that.

Bruce encounters a harmless snake -- obviously not there to challenge him, but it did frighten him enough that he whipped out his gun and started shooting. He also finds the murder weapon -- devil smoke, a "green, gummy substance" that, if burned, produces a lethal cloud of smoke. Good for a deathtrap!

You don't have to learn languages in H&H, normally, but if the Editor did insist that your Hero had to learn a language, Cosmo the Phantom of Disguise learns Chinese in just 30 days. Cosmo, in disguise, gets a job in a Chinese shipping business. In the back of the shipping room, concealed behind boxes, is a secret door that opens onto a passage that leads below the wharf behind the building. Then a second secret door opens into the back of a fake coal barge.

And, lastly, Slam Bradley takes a trans-Atlantic clipper to Switzerland, which might have necessitated a save vs. plot to arrange. As I understand it, there were a lot of travel restrictions on traveling from the U.S. to Europe during the War.

(Issue read at ReadComics.net)



Thursday, May 26, 2016

Detective Comics #26

Slam Bradley and Shorty are lured into a scenario by lack of dough. It's hard to believe that any (by now) mid-level heroes could be poor, but I suppose it depends on how decadent a lifestyle Slam and Shorty live (or they give a lot to charity, to keep the good deed XP rolling in?).

They are captured by Pierre D'Orsay and his macabre group of death cult artists -- they paint pictures of you dying and let you pick the one you like best, then try to make it happen. If that one doesn't work, they go through all the rest (a nifty idea for a scenario!). First they try to hit Slam and Short with a car (save vs. science to dodge?), then bring them back to the studio at gunpoint and force them through a trapdoor. Next the room they are in is partially flooded (the solution is to ruin their paintings with silly poses). The room is then heated with powerful heat lamps to cook the heroes (the solution is to break the bulbs). The room is then refrigerated to freeze the heroes, filled with gas to choke them, the air is sucked out of the room to suffocate them, the walls move closer to squeeze them, and then they are finally allowed through a secret door -- into a room with a leopard!

That's a lot of traps. Now, what those traps are doing to the boys, game mechanics-wise, isn't as clear. Each trap might be doing 1-6 points of damage to the boys (with the cold trap doing the most damage), or maybe they are saving vs. science each time to avoid damage.

Bruce Nelson has a great idea for getting into someone's house, pretending to be from the electric company and needing to read the meter (which used to be indoors). Bruce is locked in a closet, but manages to break out after shouldering the door twice. To end a stalemate, Bruce shoots into the air to bring a police car so he can borrow the tear gas bombs out of their car (was/is it really standard issue for every police car to carry them?).

The Crimson Avenger is starting to slowly take a turn in a different direction. While never displaying unusual abilities before, The Crimson can now take a "superhuman leap" through a glass window -- even though it's not that uncommon for any Heroes to be able to leap through glass windows -- and the police don't bother to chase him because of how fast he is. Should it be a skill, or a stunt, for people to run faster?  Then, out of costume, Lee Travis is knocked out and tied up, but as soon as he comes too he just heaves and snaps his bonds. How strong is this guy supposed to be? Does he need a level in Superhero so he can wreck things?

Bart Regan, Spy, is menaced by a mad scientist with radio-controlled rockets. It sounds like it might have been cutting edge hi-tech in 1939, but it wasn't -- radio-controlled rockets had been around since WWI.  That's one of the nice things about tech in the Golden Age; a lot of military grade stuff never made it into civilian use after the Great War (except for planes; it seems everyone figured out uses for the planes), so a lot could be re-purposed and made to seem new.

And when I say Bart Regan was menaced, technically, what I mean is that landmark buildings in Washington, D.C. were menaced and Bart just had to deal with it. In my home campaign, set in 1941, I ran a scenario not too long ago based on a 1941 comic book story that had the Capitol Building bombed by a mad scientist, but Siegel and Shuster did it here first. This stuff has great shock value in a one-off story, but in actual campaign play -- how often do you really want landmark buildings getting destroyed? Will there be strong consequences (capital punishment for the saboteur)? Repercussions (government registration of all mad scientists)? These are things for the Editor to consider.

Bart and Sally try the windows to see if they find one unlocked (I think I've already talked about how I use a save vs. plot in my home campaigns when Heroes do this; if they save, they find an unlocked window).

Professor Barton is a sneaky guy. He slips Bart and Sally a note, pretending to be held prisoner, but he's really the bad guy and just wants to lure them into a trap (though it's unfortunately not an elaborate trap; they just get a gun pulled on them).

(Read at ReadComics.net.)




Wednesday, March 30, 2016

Detective Comics #23

Speed Saunders investigates a murder committed with a sharpened ski-stick that can be thrown like a javelin. Speed reveals that it has a range of 50', so a javelin would too.

Larry Steele, Private Detective, is hit with a blackjack and knocked out for 20 minutes, after which he wakes up.

The Crimson Avenger runs afoul of zombies in this issue; zombies made by science instead of magic. The science zombies are called "mechanical men" and "zombis", and are driven around by two hoodlums who work for a mad scientist. The scientist has a "giant" king cobra that the zombis are worship (though why they would worship the snake if they were mindless eludes me), but it's not really that giant -- large, maybe. It's also worth noting that they can be fooled by disguises, as The Crimson disguises himself as a zombie and successfully moves among them (definitely calls for a save vs. plot, that trick).

The Crimson also hides in shadows and the zombis are unable to spot him.

Bruce Nelson goes back to his alma mater of Princely University, clearly a stand-in for Princeton. He stops a murder from happening with a blowgun.

Speaking of stand-ins, Jerry Siegel likes to kill off stand-ins for famous people. In Spy, a senator is murdered (no indication as to which, but there's only 100 of them), and then a famous aviator who sure seems to be Charles Lindbergh is killed. The murderer is a mad scientist who has his hunchbacked assistant swap out buttons on the victims' clothes with buttons containing a radio receiver. The receiver buttons trigger heart attacks in the victims, apparently over long distances. the whole set-up is a pretty dangerous trophy item to put into the Heroes' hands.

The assistant, Rutsky, is quite capable. He climbs a tree with cat-like grace, sneaks up on a trained spy like Bart Regan, and almost throttles Bart to death with his bare hands. Maybe assistant should be a mobster type!

To find out where Dr. LaForge is, Bart just has to call the local newspaper office and talk to someone in the research department. The paper has on file what country Dr. LaForge is visiting from and where he's staying. Newspapers sure used to have generous budgets for research departments!

Cosmo, the Phantom of Disguise, has to shoot the head off a cobra to save someone. I'm as yet unsure if I need to distinguish between varieties of poisonous snakes, stat-wise, in 2nd edition, other than perhaps the large/huge/giant distinctions.

Slam Bradley and Shorty explore the distant future of 2 billion AD with the help of a scientist with a time machine (specifically a "time-flier" -- it looks like a plane, but it moves through time instead of space).  The time machine seems to work an awful lot like Wells' The Time Machine, down to history playing out at super-fast speed through a view screen.  Something else to point out is that time machines must be remarkably easy to make; in comic books, a single professor working alone is often responsible for creating them.

It's perhaps easier to send your time-traveling Heroes to the ridiculously distant future so it doesn't have to even resemble the present world anymore. But there's a danger of too powerful hi-tech trophies winding up in the Heroes' hands in any future scenario, as well as the temptation to find out knowledge of the future the Heroes can exploit to their advantage.

The future is sure different in some ways, with a metal sun in the sky shedding green light, and a mysterious body orbiting the artificial sun. Cities surrounded by a screen of death rays. There's still jungles in the future, and wild leopards in them, but if the time-flier hasn't moved through space, then the jungle is at the same latitude as New York City. Anticipating global warming...?

Shades of Gamma World, the future is ruled by humans, living with uplifted/mutant bird-men and uplifted/mutant plant-men!  They live on a monarchical society once again, answering to a prince. The weapons of the future consist of odder fare than Laser guns. They use pipes that can paralyze others with sound, or living missiles -- plants that can dodge in mid-air and spray poison gas.

(Issue read at Read Comics)




























Sunday, March 13, 2016

Detective Comics #22

The Crimson Avenger makes a very rare cover appearance here.

So far, in my experience running Hideouts & Hoodlums, not too many players put any effort into concealing their other identities. And while it's true that maintaining a secret identity can be a liability during an adventure, it at least seems like it could be a fun thing to roleplay about during downtime.

Since Slam Bradley's adventure is "The Return of Fui Onyui", this might be a good time to talk about racism in Golden Age comic books again. I like to think that I'm pretty good at understanding historical racism in context and not be offended by it -- but even I can't stand the insult names many Chinese characters got. Maybe if you think of them as codenames, intentionally chosen by Chinese agents out of a sense of irony, it could be palatable.

The other way to combat the racist elements, while not leaving them entirely out of your game, is to make sure there is equal representation of good guys to bad from each minority group. This Slam Bradley story does that, teaming Slam up with good guy Yat Sin to battle Fui Onyui.

One more point to consider here is that Fui Onyui is a returning villain -- the first ever in a non-serialized comic book adventure. When Jerry Siegel referenced a story from 21 issues earlier, it was a huge leap of faith that his readership extended back that far -- but in doing so he invented comic book continuity.

I have almost never used returning villains, so far, in H&H (and my one exception only occurred in a sub-plot). For one thing, H&H players I've gamed with tend to be brutal dispensers of justice and leave little room for returning villains. But further than that... while familiar characters are fun to see in comic books, I fear there is a lessening of dramatic impact every time you see a villain return, when the Heroes already know they can beat him because they have before. I'll be testing this theory in my Justice Society campaign later, when they start running into recurring villains, like Brain Wave...

Slam buys a three-cent newspaper and drives a red convertible 100 MPH to try to find out if Shorty is okay. He has a make-up kit in his apartment, which is in an eight-story building.

Slam busts a locked door in with just his shoulder. Do fighters need a chance to wreck things, limited to doors only?

Slam is attacked by assassins, which may become a mobster type. Assassins seem to prefer attacking from the rear and have a chance to sneak up on people stealthily from behind.

Fui Onyui uses a chemical that induces suspended animation ("the living death") in Shorty.

Incidentally, the dentist office behind Slam at the beginning of this story is a Dr. Siegel.

Larry Steele is on one of those adventures where he has to seek shelter in a spooky old house from a storm -- but with the further incentive that the road ahead of him is washed out, so he can't reach his destination. The house has no electricity and the owner sees by candlelight. There are bats living upstairs and this one dark staircase ends at a pit trap. There is a laboratory with two entrances and volatile chemicals inside that can blow up the whole room (but not the whole house). A mad scientist and three madmen (new mobster type?) lurk in the house, though after an hour the madmen turn on the scientist and kill him. In the cellar is a locked cell with the scientist's pretty niece locked in it.

In The Crimson Avenger, Lee Travis deals with the issue of protecting secret identities and hits on what seems like a pretty good idea: offer a $5,000 reward for information on your own secret identity so that, if anyone is getting close to learning who you are, they might come forward. Of course, you're also incentivizing people to try to figure it out, so there's trade-offs there. When everyone thinks the D.A. has information on The Crimson, the mob shows up to lay claim to it.

Bruce Nelson solves a murder mystery where the murder weapon is poisoned throat spray. Instead of a random onset time, this poison always takes effect during the same time during a play.

(Read at ReadComics.net)

Thursday, February 18, 2016

Detective Comics #21

Speed Saunders can walk onto a crime scene, observe the body, and tell from the visual symptoms alone what poisons might have been administered to kill the person. He also just happens to know where to find a mobster's hideout, even though there were no clues in the story about where to find it. Detect Poison and/or Detect Hideout might need to be an abilities added to the Detective class -- if the Detective class ever makes it officially into Hideouts & Hoodlums (it's currently an optional class from The Trophy Case).

Cigarettes tainted with prussic acid is both a murder weapon and a death trap in this story.

The Crime Never Pays filler page talks about the Royal Canadian Mounted Police. "Today, motor cars, fast patrol boats, airplanes, and motorcycles are used by the Mounties to aid the apprehending of criminals. There are more mounted police in automobiles than on horses." Funny, then, that whenever Mounties appear in the comic books, they usually are not using cars to get around...

Buck Marshall spends two days unconscious from going down to zero hit points.

In Spy, spies are shown to be better than average at picking locks.

In Crimson Avenger, grave robbing only warrants a $100 reward for information.

The Crimson's gas gun is shown affecting three beat cops at once.

In this story, Slam and Shorty burn quickly through $10,000 and find themselves needing to find fresh work. But that begs the question -- what did they spend it on? A dollar went a lot further in 1938, and 10,000 of them could buy quite a lot. If Slam was being played by a sensible player, he would be stocking up on healing pills with that money, but Slam seldom seems like he's being played by a smart player.

It reminds me of this one section of Dave Arneson's First Fantasy Campaign, "Special Interests".  It broke expenditures into seven categories: wine, women, song, wealth, fame, religion, and hobbies. In this system, experience points for treasure were only awarded after being spent on one or more of these categories.  Hideouts & Hoodlums doesn't have that rule, and maybe doesn't need that rule, but the categories themselves are worth thinking about.

Wine:  Likely only the recourse of hard-knuckle Fighters, making your Hero a raging alcoholic not only gives him some pathos, but an excuse to do nothing useful during downtime.

Women: This doesn't have to be anything sordid. It could be a Hero bribing people to keep tabs on a femme fatale adversary, or a Superhero who has to hire people to serve as his alibis to fool his girlfriend, who doesn't know about his dual identities yet.

Song: Or partying, is the best way to rub shoulders with other members of your social class. It can be a great way to bring plot hooks to you, instead of going out and pursuing plot hooks.

Wealth: Or the generation of wealth, by investing. If players were interested in tracking this, it could be an annual rate of return equal to the Hero's Wisdom score.

Fame: Heroes generally don't, but could pursue licensing deals, court the press, or even stage events to increase their popularity. Maybe for every $1,000 spent, the Hero gets one +1 bonus to use on a future encounter reaction roll?

Religion: I'm not sure how to put a game mechanic bonus to donating to one's own church, or if that would even be appropriate. Most comic book Heroes are a pretty irreligious bunch.

Hobbies: Again, maybe not so useful for game mechanics purposes, but could be handy for role-playing purposes.

I'm not sure which, if any of these ideas, merit adding into 2nd edition.

Also, there's a trap, where Slam is supposed to fall into a pit lined with spikes. I'd like to keep additional damage for falling simple. If there are not too many spikes, maybe an additional d6 of damage. For a moderate amount of spikes, it could be an additional 2d6, and for a large amount of spikes, it could be 3d6.

(Read at Read Comics)

Thursday, January 28, 2016

Detective Comics #20

Speed Saunders is a prisoner of the Chinese Tong, has no weapons, and no resources other than the suit he's wearing and his wits, and he still escapes from his cell. How? By trying everything. The Editor should always have an "out" planned; in this case, it was a loose grill in the window.

Mandarin Hapsu has a rather devilish trap for Speed too. It requires Speed having a prisoner with him who takes him back to the scene of the crime to show him how the murder happened. The prisoner points out a hole in the wall and asks Speed to look through it. Behind the hole is a gun, set to go off when a concealed button is pressed on the wall nearby. If the Hero is foolish enough to look, I would have the gun shot as if by a 3 HD opponent, but ignoring any DEX bonuses to Armor Class.

In Larry Steele, Private Detective, Delores kills a man by hitting him over the back of the head with a wooden club, with one hit. This is impossible under normal Hideouts & Hoodlums rules, though Book III: Underworld & Metropolis Adventures does talk about campaign moods, and the ability to run a very dark campaign where everyone dies when they reach zero hit points.

Buck Marshall, Range Detective, takes advantage of the terrain around him. Rather than approach a cabin where a killer might lurk on foot, he climbs a tree and uses the branches to clear the distance from above. Smart players ask lots of questions about the terrain, and figure out ways to exploit it.

Buck encounters a similar version of the same trap used on Speed -- a shotgun rigged to go off when a door is opened. I have yet to see a Hero actually reset a trap, but Buck here makes it look like he's reset the trap, in order to catch the killer (the man unwilling to go back through the door).

In Spy, Bart and Sally are given an unusual challenge -- they have to protect a senator without letting him know he's being protected, since he refused security. When Bart and Sally find two gunmen waiting to ambush the senator, even Sally gets engaged in the ensuing fistfight (first female in physical combat in a comic book?).

When Bart is going 60 MPH in a car chase, that's about as fast as his car can go.

Drunk drivers need to be on every urban wandering encounter list. Jerry Siegel in particular seemed to consider this a huge problem.

In Doctor Fu Manchu, Wayland Smith is said to have a "pocket-lamp." I don't know if I've ever seen such a thing before, since flashlights are so much easier to hold. A pocket-lamp is similar, but boxier.

Fu Manchu's weapon, the Zayat Kiss, is revealed to be a giant centipede! First one in comics!

This issue marks the debut of The Crimson Avenger, though its main character is only called The Crimson in this first installment. One of the earliest Mysterymen in comics, the Crimson Avenger can climb walls (a skill the Mysteryman was given in Supplement I: National), and wields a gas gun (a trophy item from Book II: Mobsters & Trophies).

Definitely a Chaotic Hero, when the Crimson can't prove a lawyer's guilt, the Crimson tries to murder the District Attorney and then frames the lawyer for the attempted murder!

Cosmo, the Phantom of Disguise, has to take a running leap off the end of a pier to try and reach the speedboat being stolen. Because the boat is pretty far away, his Editor tells him he has a 1 in 6 chance to make the jump. He rolls a 2. Because he was close, the Editor decides to go easy on him and gives him an additional chance to reach out and grab the rail by making an attack roll.

The Slam Bradley story in this issue is crazy. Out of the blue, Slam is somehow an extremely powerful Magic-User, just from having practiced since last month. And he throws spells around like they were nothing. He casts some sort of Teleportation spell on Shorty, then a Telekinesis-like spell to pack his bags. At a meeting of Magic-Users, he casts two Phantasmal Force spells in a row. He uses Detect Thoughts to find out what the hoodlum at his door wants. He casts some kind of grappling spell that holds a man and moves him -- maybe that's just another Telekinesis spell.  Then he uses a spell that somehow allows himself to be at two places at the same time -- Project Image? He casts Invisibility, Charm Person, more Phantasmal Forces, some sort of Push spell (Telekinesis again?) -- and possibly all in the same day!

The only explanation I can think of is that Doctor Occult is pretending to be Slam for some reason.

Slam's rival, Professor Mysto, casts Dispel Magic, but can only cast it once. To then dispel Invisibility, he has to resort to making a brew from a container of spirit-powders. Potion of Dispel Magic? Slam interrupts the preparation of the potion, so we never get to see how it works.

(This issue can be read at Comic Book Archives)