Showing posts with label Masked Raider. Show all posts
Showing posts with label Masked Raider. Show all posts

Monday, April 27, 2020

Marvel Mystery Comics #5 - pt. 2

We're still in Prince Namor, the Sub-Mariner's story in this issue. Namor is heading home! Golden Age Comic book readers know that Namor's home wasn't an Atlantis off the North American Atlantic Coast, but an icy realm under Antarctica. Namor is in the North Seas and says it is 9,000 miles from the North Sea to Antarctica. Bill Everett was either a good guesser or he spent some time with a map working that out. He is actually only a little off; it's 9,500 miles. He says the submarine can make it there in two days; assuming 24-hour travel, that means a speed of roughly 200 MPH; that's almost four times the fastest real submarine speed.

Namor refers to his uncle, the king, as "Holy one," suggesting that royalty is divinity in their culture.

Namor travels via his own power from Antarctica back to New York, a journey of roughly 9,100 miles that he makes in three days, and meaning Namor can travel an average of 126 MPH (though he is said to make this journey by air and water, so it's impossible to say how much of this reflects his swimming and how much his flying speed).

Namor does not yet spend all his time in just swim trunks; he returns to New York in a shirt, pants, gloves, and cloak. Anticipating Edna Mode and her "no capes!" advice, Namor's cloak is caught in the landing gear of a passing plane while he's flying away from police and this knocks him out -- either from the cloak collar strangling him or being buffeted by wings against the side of the plane, though I favor the first explanation. This makes no game mechanic sense, though, as he should have easily been able to use his wrecking things ability to tear the cloak before it choked him or led him to being buffeted unconscious. Unless, Namor was considered surprised by the situation, giving the cloak's strangulation a free surprise turn in which he could not react. It is still harsh, if not unlikely, to say Namor would run out of air in just 30 seconds (the time of a surprise turn in 2nd edition Hideouts & Hoodlums).

Actually, Namor is only stunned and when he recovers, he uses "jiu-jitsu" to throw a fireman trying to grapple him. It's unlikely Namor has any direct knowledge of Japanese wrestling moves, but it's not like the Japanese invented the idea of flipping someone over their shoulder.

Namor fails his saving throw vs. chloroform and is knocked out by a really brave ambulance driver and taken into police custody.

Based only on a sergeant's permission, Betty Dean gets Namor released into her custody. Namor is uncharacteristically forgiving of his treatment by the police, pledging to work with them if he is deputized.

At that same time, a subway "accident" floods the tunnel at "5th street." In Midtown, this is likely the 5th Avenue-59th Street Subway Station. There, he uses "the strength of 100 whales" to tip the subway cars upright. I don't know how to measure the strength of 100 whales, but we could talk about the weight of 100 whales, with 100 of the smallest whales (dwarf sperm whales) weighing 25 tons total. This would be a 4th-level Raise power. By watching for air bubbles, he can find submerged passengers to rescue without having to make a search skill check (or does so at a bonus, since the bubbles should be easier to see).

Finding the hole that is the source of the flood, Namor flies into it with "his usual impulsiveness," showing Everett had a strong idea of Namor's character that has stayed with him for 80 years. The hole was made by three robbers trying to drill into the "Treasury," which we would know today as Federal Hall National Memorial. When Namor comes across a vault door, he thinks it will be hard for him to open, but he rips it open easily. Inside he finds the men and beats them up, breaking their bones in the process. The gold vault under Federal Hall was protected by a reservoir of water that they drilled and drained into the subway tunnel.

Next up is The Masked Raider. MR comes to talk to a troubled sheriff, but the sheriff mistakes him for an outlaw and draws on MR. MR is able to close the distance and punch him, despite the gun being pulled on him at range. So, in H&H, random initiative has to take priority over a more reasonable order of attack (not all missiles first, then melee).

MR uses an interesting tactic to lure out the bad guys in town, hanging a threatening sign from an arrow in town as the bad guys have been doing, and then following whoever sees it and looks suspicious. The bad guys plan to off the sheriff with poisoned arrows (the plan is to make gullible locals think Indians did it), but the Masked Raider shoots the head off the first arrow before it's fired and the bad guys all fail a morale save. That was one lucky roll, particularly since MR had to have been at long range to be out of sight; I would have said only a natural 20 would have made that shot.

Next up is Electro, the Marvel of the Age. In it, Professor Zog summons two of his twelve agents (he must have an 18 Charisma to have such a large supporting cast -- unless Zog is a non-Hero character and only his operatives are being played) and assigns them an international mission. He must be using code, though, because he describes a country called "Molivia" being attacked by a country called "Torpis." Molivia is easy -- that has to be a poorly disguised Bolivia. Torpis is going to be trickier. If we go by number of syllables, it has to be Brazil, Chile, or Peru. And yet...if we go by history, this whole story was likely inspired by the Chaco War of 1932-1935, suggesting a renewal of fighting between Bolivia and Paraguay. And yet again...when they finally get to "Molivia" it looks very European, and has a king instead of a president, so...who knows!

The brutality of war is illustrated by dead women and children in the street -- though the figures lack any gory details.

The radio controls for Electro have fantastic range -- 4,336 miles, in fact, if the operatives are summoning Electro from Sucre, capital city of Bolivia (called "Braka" in this story). It is unclear how long it takes Electro to fly the distance; it is possible there is some story compression before and during the siege of the city. Regardless, Electro does make it the entire way without needing to refuel, or that, if statted as a superhero, his Fly power has a remarkably long duration.

At the scene of the siege, machine gun bullets bounce off Electro, suggesting he has the Imperviousness power activated. When cannonballs and bombs dropped from planes fail to harm Electro, we know he has the Invulnerability power activated. Electro's wrecking things ability makes short work of the army, allowing him to even wreck "huge" tanks. If the tanks are truly of abnormal size, I would shift them up one category to battleships. Tanks were not used during the real Chaco War.

In the end, Torpis' dictator, Kalph Belgri commits suicide when his invasion fails, perhaps anticipating Hitler's famous suicide. No one committed suicide after the Chaco War.

(Read at readcomicsonline.to)







Wednesday, February 6, 2019

Marvel Mystery Comics #4 - pt. 2

We return to the Sub-Mariner as he makes war on Germany, not unlike what you see on this cover.

Namor says normal mermen can't live outside of water for more than five hours. I hesitate to include that in their H&H stats because it seems unique to Antarctic mermen. Of course, Namor also says his conscience can't abide 38 Americans being held prisoner, after just ordering his men to kill lots and lots of Germans, so maybe being out of water too long affects his thinking (which is actually a similar conclusion to what John Byrne proposed in his 1990s' Namor series).

Namor's quest for the missing Americans means taking a two-week leave of absence from his own navy as he searches the North Sea ship by ship (if the Emperor wasn't in his hip pocket, Namor would probably be facing dereliction of duty charges).

Namor's trunks are described as "woolen" in this story, defying the Silver Age practice of drawing them with scales.

The admiral of Namor's fleet is named Naka. Somehow, Namor contacts Naka telepathically. He never displays this ability again.

So anyway, the scenario is that Namor has found the Americans on a freighter guarded by two submarines and needs to get them all safely out of the North Sea. Namor could probably just smash both submarines on his own, but for some reason he frees the Americans first and lets them capture one of the two subs and attack the other, while Namor stays busy breaking the chains that hold the freighter and telepathically contacting Naka -- stuff he could have been doing either before or after.

Players may be tempted to take fewer personal risks and leave supporting cast in charge of side missions -- and it's their right to do so. Such side missions should not be guaranteed success, however, or players will always rely on them.

In the Masked Raider's story, the Raider is on his way to help old prospector Luke. Luke is distracted by one outlaw in front of him while two other outlaws sneak up behind him. When Luke loses the surprise turn to them he surrenders...but why? We've seen plenty of examples of bad guys coming up behind Heroes with guns, only to have their guns swatted away after a fast pivot. But...what if that was only available to Heroes? What if facing was only an issue for non-Heroes, and they automatically lose initiative when facing the wrong way...?

The new feature in this issue is Electro, the Marvel of the Age. No, not the Spider-Man villain -- this is a robot. Dr. Zog can control Electro long distance with his thought transfer helmet.

Previously, size was always relevant with robots, with larger robots being more powerful, but Electro is man-sized and super-powerful because it has levels in the superhero class. We observe it not only wrecking things, but using the Outrun Train power to hit 100 MPH. Since robots aren't a playable race, but androids are, I would probably build Electro as that.

I find it interesting that, when Zog wants to recruit men of good character to help him in his campaign as operatives, he doesn't pick them out himself -- he contracts an employment agency to find them. This could be something other Heroes might try.

Zog gives each of his operatives a wireless telephone apparatus -- basically a tiny cellphone.

Electro's first mission is to rescue a kidnapped child actress being held for ransom in a deserted roadhouse. While you'd imagine most deserted buildings used as hideouts to be run-down or ominous-looking, this one -- The Purple Slipper -- appears only recently closed down and still has a huge, gaudy cut-out of a shoe up on the roof.  The roadhouse is one-story, with a smaller extension of the building on one side.

Dick Gardner, Zog's Operative #3, is a rare hero who checks keyholes. Curiously, Dick tries to save the girl himself without summoning Electro, only calling for help once he's captured. If Dick is a Hero character being played, then this could be an example of a greedy player wanting all the trophies for himself (he wouldn't have to worry about splitting XP in first edition, when it wasn't divided between Heroes). If Dick is Supporting Cast, then this could be a good example of SCM's being unreliable help sometimes.

When Electro shows up at the Purple Slipper, the robot crashes through a window rather than a wall. Which makes sense -- it would have been more dramatic to come in through the wall, unless he failed his wrecking things roll against the harder obstacle.

Bullets don't faze Electro, but this is probably the Nigh-Invulnerable Skin power if Electro is an android superhero (androids don't have an Armor Class as good as robots do). That would make two powers observed, so Electro would be a 2nd level superhero (since superheroes start getting powers at 1st level in 2nd edition).

Ferret, Mystery Detective, is the first Hero to make Greenwich Village his home. He's a well-known author and private investigator -- and players are free to choose occupations like that at the time of Hero creation.  Ferret is friends with the police commissioner, which a player can also choose in 2nd ed. because humans get a free SCM at the start of the game (to balance against the other character races).

(Issue read at Marvel Unlimited.)






Sunday, July 8, 2018

Marvel Mystery Comics #3 - pt. 2

There are at least 12 cultists, probably more, in the mansion/castle. We never see the drummers, though as loud as those drums are, I wonder if they were using a record and loud speakers.

The Angel demonstrates that he can climb walls and search for secret doors at the same time.  He also demonstrates the ability to catch thrown objects in mid-air -- this could be a stunt burned for a save vs. missiles.

The cult leader is a hypnotist, or perhaps just a slick hoodlum. The Angel clobbers him, as well as the cultists, pretty easily, with his bare fists. The hypnotism seems particularly strong, though, as the hypnotized cultists follow the leader into the pit, even though putting them at risk like that should give them all fresh saving throws.

The Angel breaks the bonds holding the abducted woman with his bare hands and makes a 10' standing high jump while carrying over 100 lbs. -- blurring the lines again between Mysteryman and Superhero. The Angel may need to be statted with both classes.

Prince Namor the Sub-Mariner's story continues, but he's clearly meant to be a villain here, referred to as an "amphibious demon" by the narrator no less!  This issue makes it clear that his people are based out of Antarctica.

Policewoman Betty Dean debuts in this story. New York had policewomen since 1918. Betty is fearless, tough as nails, and calls her gun "Roscoe." Betty has to patrol the waterfront for a week before finally spotting the Sub-Mariner off the shore of the Battery.

Betty gets surprise on Namor, claps Roscoe to his temple, and tries to trigger a morale save. Namor easily disarms her, grapples her, and then drags her out to sea. In fact, he drags her so far that they witness a U-boat skirmish in the Atlantic between the Germans and either England or France. This is particularly weird because, in 1939, there were no U-boat skirmishes anywhere near the U.S. So, either Namor dragged them reallly far, or for some reason the War in Europe is a lot closer to the U.S. than it should be.  Later in the story, Betty says there is a German flotilla and minefield further southeast of where they are. Ignoring for the moment that Betty seems to have secret military information -- where can this flotilla and minefield be? There's no geologic feature to blockade with mines within hundreds of miles of New York...did Namor really swim all the way to the English Channel?? That's like teleportation, or Teleport Through Focus, with water being his focus.

I'm not sure if we need a game mechanic for Namor grabbing onto a torpedo and turning it back at the U-Boat, but if we did, the power Turn Gun on Bad Guy would do fine. Once Namor is on board the sub things get a little simpler. Possibly buffed with a Get Tough power, Namor wades through the crew and punches out at least five of them before the remaining two crew members fail their morale saves and surrender. After that, Namor goes back on deck and uses the deck gun to shoot a bomber out of the sky. Thankfully, Namor likes to fight with his bare hands and never carries a deck gun around with him all the time (which I do worry about superheroes in H&H doing -- anti-aircraft guns are fearsome weapons).

"Great gar-fish!" was Namor's first catchphrase.

Namor displays the power Push Ocean Liner.  Between that and teleport-swimming -- Namor must be...at least 8th level?

Betty Dean's stroke of genius is to convince Namor to fight Nazis first and judge the U.S. later -- turning Namor from villain to anti-hero.

Namor tricks the German flotilla by moving their mines around on them, and there's no power needed for that other than breathing water. He does rip the rudder off a second U-boat, using wrecking things, and then flies away with another power.

In The Masked Raider's cowboy adventure, we learn that he's wanted by the law, dead or alive -- meaning Timely has yet another anti-hero here.

(Read in Marvel Unlimited.)








Tuesday, May 16, 2017

Marvel Mystery Comics #2 - pt. 4

Namor kills one of the policemen who survived his vehicular weapon attack later by drowning him, racking up a kill total of five over two adventures so far.

The Masked Raider's story begins with intriguing narration -- it describes a hideout in a hidden valley protected by "rocky mountains" -- perhaps meaning the Rocky Mountains?  This could be the only clue we ever get for where the Masked Raider's adventures take place.

The entrance to the hidden valley is protected by a lone sentry, later referred to as a dead shot. I would stat him as an assassin, a mobster type left out of the 2nd ed. basic rules, but will be in the more comprehensive AH&H Mobster Manual.

Rifles are called "smoke poles" in this story, because cowboys always have strange names for things.

Dressing in the hidden valley includes a U.S. Marshal's skeleton, still wearing his white hat and badge. I have white hats and badges statted as Mythic West trophies (badges appeared in Supplement III: Better Quality) and will both appear in the AH&H Editor's Guide.

Late in the scenario, we learn that the Masked Raider is infiltrating the group of outlaws to find out where they have their loot stashed. This is almost the opposite of how most players would play this scenario, preferring to fight the outlaws first and then search the valley for the loot themselves. The secret storage vault is concealed down at the bottom of a dry well, where, admittedly, not every player would think to look. A ladder leads down inside the well, while a tunnel also leads into the vault from another direction.

The American Ace story is an alternate history where World War I was perpetrated, not by the Austrians, but by the French, following a young French queen named Ursula -- only France is here called Castile D'or. Like Napoleon, Ursula is in exile, only Ursula is rescued by her old allies and put back in power. The focus of her revenge is Attainia -- likely standing in for Britannia. Ursula has her own minister assassinated in Britannia as a pretext to declare war, similar to the assassination of Archduke Ferdinand in WWI. Attania has a king instead of a queen. But all this is simply backstory before Perry Wade, the American Ace, shows up.

In Attainia, Perry encounters a steady string of random encounters: trucks and artillery heading for the front (Attainia is not an island in this world), old, weeping peasant women, children begging in the streets, and an air raid as a random event.

This scenario does not shy away from violence, as the aforementioned beggar children are blown to bits by a bomb. Perry is temporarily knocked out by the bomb, but recovers quickly. And that's all we see of him in this installment!

I don't normally mention text stories, but this issue contains a one-page Angel story that treats (mistreats?) him as if he had Superman's powers.

In Ka-Zar's installment, a jungle explorer only needs low-tech trophy items, as Ka-Zar fights Bardak the Ape for an old mirror.  As they fight over the mirror, Bardak uses a grappling move to disarm Ka-Zar of his knife. Now, normally I would not let dumb animals make disarming moves, but in the jungle explorer genre, all animals seem to have human or near-human intelligence.

African elephants are shown to be able to uproot trees, which should be as difficult as wrecking cars for a superhero.

Ka-Zar avoids falling damage when shaken out of a tree by grabbing onto a branch. Only at the Editor's discretion should there be saves vs. plot to see if some projection can be grabbed onto and protect the Hero from falling.

Elephants are explained to suffer a madness that makes them go rogue. It also makes them a really dangerous encounter in a H&H scenario.

In Ka-Zar's rematch with Bardak, Bardak doesn't seem to have to make morale checks because all of his tribe is watching them fight, and fear of dishonor checks his fear of Ka-Zar.

Ka-Zar kills Bardak with a single thrust of his dagger -- which seems like Bardak must have awful low hit points. Because Ka-Zar falls on Bardak while stabbing him, perhaps it is the transfer of falling damage, coupled with the dagger wound, that delivers enough damage to knock out Bardak. Then it's Bardak's fall from the tree that actually kills him (because he's now at zero hp).

(Read at Marvel Unlimited.)