It's June 1939 and the New York World's Fair is making the rounds in a lot of comic books, but none made especially for the fair like this issue was.
Superman visits the World's Fair. Being mid-1939, Clark Kent is still a Cleveland, Ohio reporter writing for the Daily Star, but he's a veteran correspondent on three continents already.
Superman demonstrates his leaping ability in this story, uses the powers Hold Train, Raise Building, Raise Car (to uproot a tree), Race the Bullet, and Outrun Train in that order.
"Chuck Warner Goes to the New York World's Fair" is interesting in where it focuses, not on famous landmarks from the fair, but the less known presence of track and field events at the fair. Unless I hear a lot more interest soon in the sports genre of early comic books, though, I don't plan on including any new game mechanics for racing or high jumping. These can all be lumped into a static skill roll, where you have a 1 or 2 in 6 chance of doing slightly better than the person you're competing against.
"Hanko Goes to the World's Fair" is a tall tale story that has Hanko's horse tightrope walking from the ground to the top of the Trylon and then he and his horse falling safely from the top of it. This reminds me of Dell's Pecos Bill strip, another tall tale hero I ignored when I went through those issues -- though maybe I shouldn't have? There's nothing in the description I just gave that couldn't be explained away by superhero powers. And a cowboy costume could be a distinctive superhero uniform in modern times. So maybe tall tale cowboys are actually early examples of the superhero class, if not the genre?
I've not been keeping track of how many times I've seen a hoodlum slip out of a hold by slipping out of his coat, like one does in the Scoop Scanlon adventure here. As common as it is, maybe it should be a special move for slick hoodlums?
Slam Bradley and Shorty Morgan visit the World's Fair and get a poison dart thrown at them for their trouble. Heroes will not be allowed to use poison, but there needs to be clear rules for villains' use of poison. Poison will often be potentially lethal -- like the save or die variety -- though death does not need to occur right away. And there will be ways of countering poison (magic, antivenom, sucking out the poison,...).
Someone tries to pick Shorty's pocket too. Picking pockets is a static skill (those skills will not be totally static in 2nd edition, they will just improve slowly). If it fails, roll surprise normally. If the would-be thief failed but still has surprise, the attempt was not noticed. Otherwise, the attempt is noticed.
Slam finds a secret compartment in a fireplace. Even though he knows where to search, he doesn't know what he's looking for, so he has to roll to find the secret compartment (like searching for a secret door). Though, since the fireplace is such a small area, I would also be okay with giving him a +1 or even a +2 situational modifier on his roll.
The Sandman's debut adventure I wrote about previously here. I'll add some notes here, though.
It doesn't really matter if you want to say your brand new hero is a millionaire or a billionaire -- you'll still have the same starting money and all the rest of your money will be tied up in investments, long-term bonds, or somewhere else where you can't touch it during game play.
The Sandman is said to be an inventor in this story, but his raygun is only a plot hook, not something he ever uses. I'm comfortable with skipping giving him levels in Scientist.
There's no game mechanic right now for Sandman's "queer intuition of danger". I would treat that as a failed surprise roll by the other side, had anyone been actually trying to attack him. Instead, he just seems to sense something amiss is about to happen.
Sandman uses his gas gun several times, but we never see it affect more than two at a time.
The Zatara adventure presents some interesting posers. When Zatara and Tong are falling and Zatara catches them with a "magic stair-case" -- what the heck is that? A Mass Fly spell? Or am I literally to take this as a Create Stairs spell? No, maybe it is Mass Fly, because he uses that spell for sure a few pages later.
Zatara uses some sort of illusion spell to make it appear that he drinks a punch bowl full of liquor. He casts a Mass Reduce Persons spell that shrinks three people at a time down to six inches tall.
Zatara casts a spell on himself that renders him heavier than lead so he can't be knocked off his feet. Instead of doing the same thing for Tong, he turns Tong to stone. I bet Tong said "Gee, thanks a lot, boss!" all sarcastic after that one.
Zatara appears to conjure a private train, but maybe that's just a coincidence that it shows up when it does.
Zatara casts a spell that makes a soldier go "up in smoke". Disintegrate? He also casts Bestow Curse, so that anything a man puts on becomes rags.
He uses his now-familiar spell that polymorphs weapons.
He casts a Mass Telekinesis spell to move two people into the air.
He casts Enlarge on himself, supposedly until he's a mile tall, but I'm not buying that, Zatana! I bet you're 25' tall and just exaggerating a whole lot.
(Read in DC Rarities Archives)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label Scoop Scanlon. Show all posts
Showing posts with label Scoop Scanlon. Show all posts
Thursday, July 14, 2016
New York World's Fair #1
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Saturday, July 2, 2016
Action Comics #13
Superman does the stuff you expect from Superman here -- leaping, lifting heavy stuff. Interestingly, he does not rely on super-senses much, leaping up to windows so he can peer right in at the people he needs to eavesdrop on (which is why there aren't many senses-related powers).
Again we see Super-Tough Skin breaking a knife (like in AC #1). Superman is leaping along with a hoodlum under his arm when he's thrown off-balance by the knife attack and reaches out for a window with one hand to catch himself, while dropping the hoodlum from his other arm. The hoodlum then falls to his death. Now, we know Superman could have just fallen to the ground with the hoodlum, land safely, and keep the hoodlum alive, but instead Superman says he got "exactly what he deserved". Golden Age Heroes are okay with bad guys dying, just like most of my players.
In an interesting twist, Superman forces the racketeers he's captured to wreck their own cars with mallets instead of wrecking them himself. Now, there are non-Superhero wrecking rules in the game -- but would you actually use them in this case? There's not any suspense to whether or not the racketeers succeed. When the game mechanics do not add to the suspense of the scene, you can feel free to skip over them.
And that just leads up to Superman's first confrontation with the Ultra-Humanite. Ultra is, of course, the inspiration for the ultra-mad scientist mobster type in Book II.
Superman succumbs to an electrical trap, not because it's early in the development of his character and his limits, or lack thereof, have not yet been firmly established, but because he hasn't prepared any powers that protect him from this much damage. In the future he'll be more prepared with defensive buffs.
The Scoop Scanlon story from this issue, from the summary I read, sounds like a Scooby Doo scenario. People get scared that an Indian curse on some jewels is turning people to stone, and one victim really does appear to be turned to stone. Scoop sets a trap for the bad guy -- a really silly trap, where Scoop makes his own fake statue and talks from behind it, which actually scares the bad guy into confessing. I feel sorry for the guy running a Hideouts & Hoodlums game who has to make it that easy to trick his own bad guys.
Also, for a "five star reporter," Scoop doesn't do any investigating to get involved in this case -- he just drives by and happens to see what appears to be a dead body laying outside a house.
Now, what makes this stand out from your average Scooby Doo episode is that the victim turned to stone isn't a trick -- the guy is really dead and petrified. The killer isn't even a mad scientist; he's just some guy who's found a "rare formula" for turning a body to stone. So, my thought is -- what's a rare formula, in terms of game mechanics? Is it like a spell scroll, only anyone can use it?
Pep Morgan is leaving the South American country of "Latona" -- and this time, I can't even try figuring out which real country that represents. A few more quick comments about the Pep Morgan adventure: one, stopping a mutiny is easy when the Editor lets the mutineers throw a party and get drunk, and two, villainous Captain Sindra sneaks on board Pep's ship, pretending to be a sailor named Johnson. I would never be able to get my players to play seriously if they encountered a character named Seaman Johnson. Lastly, Sindra isn't even defeated by Pep; the boat's captain does it for him.
In the Marco Polo feature, Marco's pet cheetah is captured with "snares" -- these are really lassos. Then the cheetah is dragged into a cage.
Marco isn't just tossed into a dungeon, he gets kicked down a flight of stairs into the dungeon. Falling down stairs can be lethal. Should it do as much damage as falling vertically? Maybe half-damage, rounded up? Fall down a 30' flight of steps and you take 2-12 points of damage.
But later, Marco produces a bag of money off his person. It's not uncommon for Heroes to be able to sneak things into prison cells, like knives or broken glass, but prison guards missing a bag of money? Should I even bother with having guards search prisoners at all?
Okay, now to Zatara's back of tricks...
First he casts a spell that turns him and Tong into gusts of wind for fast travel -- what is that? Gaseous form doesn't usually go with faster movement, which makes it an even more powerful spell. Or is this flavor text for a teleport spell? He also turns him and Tong into shadows later for sneaking around -- or is that flavor text for Invisibility?
Zatara can cast a shrinking spell that reduces a target 75% in size. He casts a hypnosis spell, but the information he gets from the man under hypnosis isn't anything he couldn't get through a Charm Person spell. Some of his other spells look familiar, like turning a gun into a snake (which I've previously decided must be an illusion).
He does seem to cast a new spell when he makes a safe path for someone through the Swamp of Satan. Safe Path apparently lets someone walk without encountering natural hazards, like quicksand. Or -- is this a Find Traps spell at work?
Another possibly new spell: Zatara casts a Melting Curse. The victim has to save vs. spells or melt away into nothingness. But -- is this really all that different from Disintegrate?
This one is definitely a new spell, though. A Sleeping Hex is a spell you cast on someone who is already asleep, and then they can't be woken up by any means (short of a Dispel Magic spell) for ...I don't know, some unknown length of time.
(Superman adventure read in Superman: The Action Comics Archives Vol. 1; select pages were read at the Babbling about DC Comics blog; the rest read as summaries here.)
Again we see Super-Tough Skin breaking a knife (like in AC #1). Superman is leaping along with a hoodlum under his arm when he's thrown off-balance by the knife attack and reaches out for a window with one hand to catch himself, while dropping the hoodlum from his other arm. The hoodlum then falls to his death. Now, we know Superman could have just fallen to the ground with the hoodlum, land safely, and keep the hoodlum alive, but instead Superman says he got "exactly what he deserved". Golden Age Heroes are okay with bad guys dying, just like most of my players.
In an interesting twist, Superman forces the racketeers he's captured to wreck their own cars with mallets instead of wrecking them himself. Now, there are non-Superhero wrecking rules in the game -- but would you actually use them in this case? There's not any suspense to whether or not the racketeers succeed. When the game mechanics do not add to the suspense of the scene, you can feel free to skip over them.
And that just leads up to Superman's first confrontation with the Ultra-Humanite. Ultra is, of course, the inspiration for the ultra-mad scientist mobster type in Book II.
Superman succumbs to an electrical trap, not because it's early in the development of his character and his limits, or lack thereof, have not yet been firmly established, but because he hasn't prepared any powers that protect him from this much damage. In the future he'll be more prepared with defensive buffs.
The Scoop Scanlon story from this issue, from the summary I read, sounds like a Scooby Doo scenario. People get scared that an Indian curse on some jewels is turning people to stone, and one victim really does appear to be turned to stone. Scoop sets a trap for the bad guy -- a really silly trap, where Scoop makes his own fake statue and talks from behind it, which actually scares the bad guy into confessing. I feel sorry for the guy running a Hideouts & Hoodlums game who has to make it that easy to trick his own bad guys.
Also, for a "five star reporter," Scoop doesn't do any investigating to get involved in this case -- he just drives by and happens to see what appears to be a dead body laying outside a house.
Now, what makes this stand out from your average Scooby Doo episode is that the victim turned to stone isn't a trick -- the guy is really dead and petrified. The killer isn't even a mad scientist; he's just some guy who's found a "rare formula" for turning a body to stone. So, my thought is -- what's a rare formula, in terms of game mechanics? Is it like a spell scroll, only anyone can use it?
Pep Morgan is leaving the South American country of "Latona" -- and this time, I can't even try figuring out which real country that represents. A few more quick comments about the Pep Morgan adventure: one, stopping a mutiny is easy when the Editor lets the mutineers throw a party and get drunk, and two, villainous Captain Sindra sneaks on board Pep's ship, pretending to be a sailor named Johnson. I would never be able to get my players to play seriously if they encountered a character named Seaman Johnson. Lastly, Sindra isn't even defeated by Pep; the boat's captain does it for him.
In the Marco Polo feature, Marco's pet cheetah is captured with "snares" -- these are really lassos. Then the cheetah is dragged into a cage.
Marco isn't just tossed into a dungeon, he gets kicked down a flight of stairs into the dungeon. Falling down stairs can be lethal. Should it do as much damage as falling vertically? Maybe half-damage, rounded up? Fall down a 30' flight of steps and you take 2-12 points of damage.
But later, Marco produces a bag of money off his person. It's not uncommon for Heroes to be able to sneak things into prison cells, like knives or broken glass, but prison guards missing a bag of money? Should I even bother with having guards search prisoners at all?
Okay, now to Zatara's back of tricks...
First he casts a spell that turns him and Tong into gusts of wind for fast travel -- what is that? Gaseous form doesn't usually go with faster movement, which makes it an even more powerful spell. Or is this flavor text for a teleport spell? He also turns him and Tong into shadows later for sneaking around -- or is that flavor text for Invisibility?
Zatara can cast a shrinking spell that reduces a target 75% in size. He casts a hypnosis spell, but the information he gets from the man under hypnosis isn't anything he couldn't get through a Charm Person spell. Some of his other spells look familiar, like turning a gun into a snake (which I've previously decided must be an illusion).
He does seem to cast a new spell when he makes a safe path for someone through the Swamp of Satan. Safe Path apparently lets someone walk without encountering natural hazards, like quicksand. Or -- is this a Find Traps spell at work?
Another possibly new spell: Zatara casts a Melting Curse. The victim has to save vs. spells or melt away into nothingness. But -- is this really all that different from Disintegrate?
This one is definitely a new spell, though. A Sleeping Hex is a spell you cast on someone who is already asleep, and then they can't be woken up by any means (short of a Dispel Magic spell) for ...I don't know, some unknown length of time.
(Superman adventure read in Superman: The Action Comics Archives Vol. 1; select pages were read at the Babbling about DC Comics blog; the rest read as summaries here.)
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Monday, June 6, 2016
Action Comics #12
Superman is one year old! To celebrate, Superman declares war on reckless drivers. This is the kind of proactive playing most game referees just dream about, though it is admittedly hard to prepare for if the players just start a campaign like this off the cuff.
Superman does a lot of wrecking in this story -- wrecking his way through a brick wall, wrecking cars and trucks, and the machines in a factory. He uses his alien abilities of leaping, running super-fast, and naturally nigh-invulnerable skin, and the powers Raise Car and Dig. He probably uses Feather Landing too.
Remarkably, Superman is shown capable of being knocked over by a speeding car when he's not braced for it, or perhaps just because he doesn't have the right powers buffing him.
Scoop Scanlon was seriously injured in last month's segment. A month passes in story time while he convalesces. That's a long, slow rate of hit point recovery!
When Pep Morgan is stuck in a South American country ("Latara" -- I can't even guess what that is code for), he does the smart thing my Monday night group did when they were in Cairo -- seek out help from an American consultate. In this case, Pep can wire home for money and get a few pesos to tide him over (the latter as the result of a high encounter reaction roll?).
Pep escapes from being tied up by exerting "super-human strength." Umm...I don't think that's really Pep's thing. Maybe the rope wasn't very strong?
Zatara is in an explorer's club in San Francisco -- he really gets around looking for plot hooks! A scientist friend approaches Zatara, for the man has invented a portal to the fourth dimension and wants Zatara to explore through it.
The fourth dimension is a gonzo sandbox setting, with prehistoric flora and fauna, including a saber-tooth tiger (these were statted in Book II). It is also inhabited by green humans who live in nations called Thrule and Arren. The humans of Thrule are masters of biology and have learned how to recreate species from various times in Earth history, like the tiger. They are not good with weapons, though, as the leader of Thrule has nothing but throwing daggers to defend himself with. The people of Arren have weapons that can vaporize people, so it seems a decidedly lopsided war between them. One wonders how Thrule is not yet conquered...
Soon, Zatara is flying a winged horse, but it isn't clear if he made that, summoned that, or was given it for his use by the leader of Thrule. Zatara does cast a spell that reflects missile weapons back on the thrower (Missile Reflection? Maybe a new 4th level spell?), Polymorph himself into a vulture, turns Invisible, uses ventriloquism (a spell, or a skill?), and then Polymorph again to turn a woman into an ugly hag (for a change, all but the first of Zatara's spells were in Book I!).
(Superman read in Superman Action Comics Archives vol. 1, select pages were read at the Babbling about DC Comics blog, summaries of the rest read at DC Wikia)
Superman does a lot of wrecking in this story -- wrecking his way through a brick wall, wrecking cars and trucks, and the machines in a factory. He uses his alien abilities of leaping, running super-fast, and naturally nigh-invulnerable skin, and the powers Raise Car and Dig. He probably uses Feather Landing too.
Remarkably, Superman is shown capable of being knocked over by a speeding car when he's not braced for it, or perhaps just because he doesn't have the right powers buffing him.
Scoop Scanlon was seriously injured in last month's segment. A month passes in story time while he convalesces. That's a long, slow rate of hit point recovery!
When Pep Morgan is stuck in a South American country ("Latara" -- I can't even guess what that is code for), he does the smart thing my Monday night group did when they were in Cairo -- seek out help from an American consultate. In this case, Pep can wire home for money and get a few pesos to tide him over (the latter as the result of a high encounter reaction roll?).
Pep escapes from being tied up by exerting "super-human strength." Umm...I don't think that's really Pep's thing. Maybe the rope wasn't very strong?
Zatara is in an explorer's club in San Francisco -- he really gets around looking for plot hooks! A scientist friend approaches Zatara, for the man has invented a portal to the fourth dimension and wants Zatara to explore through it.
The fourth dimension is a gonzo sandbox setting, with prehistoric flora and fauna, including a saber-tooth tiger (these were statted in Book II). It is also inhabited by green humans who live in nations called Thrule and Arren. The humans of Thrule are masters of biology and have learned how to recreate species from various times in Earth history, like the tiger. They are not good with weapons, though, as the leader of Thrule has nothing but throwing daggers to defend himself with. The people of Arren have weapons that can vaporize people, so it seems a decidedly lopsided war between them. One wonders how Thrule is not yet conquered...
Soon, Zatara is flying a winged horse, but it isn't clear if he made that, summoned that, or was given it for his use by the leader of Thrule. Zatara does cast a spell that reflects missile weapons back on the thrower (Missile Reflection? Maybe a new 4th level spell?), Polymorph himself into a vulture, turns Invisible, uses ventriloquism (a spell, or a skill?), and then Polymorph again to turn a woman into an ugly hag (for a change, all but the first of Zatara's spells were in Book I!).
(Superman read in Superman Action Comics Archives vol. 1, select pages were read at the Babbling about DC Comics blog, summaries of the rest read at DC Wikia)
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.)
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.)
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Wednesday, April 13, 2016
Action Comics #9 - Part 1
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.)
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.)
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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)
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)
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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)
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)
Wednesday, January 20, 2016
Action Comics #5 - part 2
In Tex Thompson's new adventure, he takes a chance on sneaking into the
villain's hideout and challenging him directly to a duel, rather than
fight his way through the villain's henchmen. Should the villain accept?
If it makes the story work better, he should accept. If the Editor
doesn't have a good deathtrap planed for the villain to place the Hero
in, he should accept. Otherwise, the Editor can use an encounter
reaction roll, with a positive result meaning that he takes the
challenge.
Scoop Scanlon, Five Star Reporter, has an unusual dilemma -- he's after a robber who is hiding out in the hill country, but he's been so generous to the poor locals that they all work together to hide him. This could be a good scenario for Heroes, forcing them to deal with innocent locals on the wrong side of the law without (hopefully) shooting them or beating them up.
Zatara, Master Magician, likes throwing around a lot of spells in his adventures, and we can almost always count on some new ones. Here, he casts a new spell, Invisibility 5' Radius, so that anyone standing right next to him becomes invisible too. He uses Detect Thoughts on an unconscious person -- the spell description says nothing about if this would work or not, so it seems like a call left to the Editor's discretion (I like leaving things up to one's own discretion). He also casts Passwall, Dancing Lights, Knock, Phantasmal Force, and Fly on himself. He casts a "suspended animation" spell on Tong, but this might just be Hold Person. The new wrinkle is that, apparently, if you have Hold Person cast on you, you don't need to breath.
He casts the new spell Spirit Projection -- which seems to be his favorite spell! -- and we find out something new, that high-level Magic-Users have a chance of detecting the invisible spirit form (or maybe it's an incremental chance that goes up by level?). He casts the new spell we've seen him before that Polymorphs an object, temporarily, into another object or animal (a mirror into a snake -- or is this an illusion?). Zatara casts another new spell that seems like Mass Fly -- everyone in a 30' x 30' area grows wings that let them move at twice normal speed? The narrator makes it seem like the spell is even more potent than that, but I'd hesitate to let it go even faster. Even now, I'd probably make this a 5th level spell.
Polymorph spells is going to be a tricky issue. Polymorph magic is currently just high-level stuff in H&H, even just to turn into an animal. But what about a spell that can turn someone else into a flower? I think we can bring that down to 5th-level magic, if it's temporary -- maybe lower if it was really temporary. He also Mass Polymorphs five men into birds.
In Egypt, Zatara explores the inside of a pyramid that can only be entered by touching, and then merging, with the hieroglyphs on the statue outside the pyramid. Inside, he and Tong encounter at least six "ferocious guardians" that look like little green men, some with just one eye; they sort of resemble goblins to me. Zatara casts a spell on them that "makes them disappear in a puff of smoke". Maybe it's a spell that transports them all a short distance away -- or maybe he just cast Sleep on them, and they fell to the floor really quick and are out of sight.
In the next room, metal sticks move on their own accord and constrict Zatara and Tong. Magic items...or Hold Person with a lot of flavor text? Zatara casts another new spell that Conjures Flame, enough to fill at least a 5' Radius (1-8 points of damage to anyone inside it?). This could be a 1st-level spell.
Behind a curtain and down some steps is a large seated statue of Isis that transforms anyone gazing on it (and a missed saving throw vs. spells) to stone. Zatara either casts three Stone to Flesh spells, or perhaps they are under a curse or magic spell he can remove with Remove Curse or Dispel Magic instead.
When Zatara leaves and comes back to the pyramid, a Wall of Force blocks him from re-entering (though his Spirit Projection works through it). Zatara's spirit form is attacked with Gust of Wind and Magic Missile (5 arrows, so he's up against a 9th level caster!) spells, though I don't really see how those would affect him in spirit form. Finally, the statue of Isis animates and attacks him (maybe it's a golem and can affect his spirit form because it can be hit by spells or enchanted creatures), but Zatara casts a Melting spell that works an awful lot like wrecking things.
The evil sorcerer carries a new magic item, a Staff of Smoke that releases a smoke screen (Fog Cloud?) out of the eyes of the cat face on the head of the staff.
Lastly, the evil sorcerer plans to cast Disintegrate on Tong, but Zatara reflect it back with a Spell Turning spell that can be cast on anyone, not just the caster.
(You can read this issue at Comic Book Archives)
Scoop Scanlon, Five Star Reporter, has an unusual dilemma -- he's after a robber who is hiding out in the hill country, but he's been so generous to the poor locals that they all work together to hide him. This could be a good scenario for Heroes, forcing them to deal with innocent locals on the wrong side of the law without (hopefully) shooting them or beating them up.
Zatara, Master Magician, likes throwing around a lot of spells in his adventures, and we can almost always count on some new ones. Here, he casts a new spell, Invisibility 5' Radius, so that anyone standing right next to him becomes invisible too. He uses Detect Thoughts on an unconscious person -- the spell description says nothing about if this would work or not, so it seems like a call left to the Editor's discretion (I like leaving things up to one's own discretion). He also casts Passwall, Dancing Lights, Knock, Phantasmal Force, and Fly on himself. He casts a "suspended animation" spell on Tong, but this might just be Hold Person. The new wrinkle is that, apparently, if you have Hold Person cast on you, you don't need to breath.
He casts the new spell Spirit Projection -- which seems to be his favorite spell! -- and we find out something new, that high-level Magic-Users have a chance of detecting the invisible spirit form (or maybe it's an incremental chance that goes up by level?). He casts the new spell we've seen him before that Polymorphs an object, temporarily, into another object or animal (a mirror into a snake -- or is this an illusion?). Zatara casts another new spell that seems like Mass Fly -- everyone in a 30' x 30' area grows wings that let them move at twice normal speed? The narrator makes it seem like the spell is even more potent than that, but I'd hesitate to let it go even faster. Even now, I'd probably make this a 5th level spell.
Polymorph spells is going to be a tricky issue. Polymorph magic is currently just high-level stuff in H&H, even just to turn into an animal. But what about a spell that can turn someone else into a flower? I think we can bring that down to 5th-level magic, if it's temporary -- maybe lower if it was really temporary. He also Mass Polymorphs five men into birds.
In Egypt, Zatara explores the inside of a pyramid that can only be entered by touching, and then merging, with the hieroglyphs on the statue outside the pyramid. Inside, he and Tong encounter at least six "ferocious guardians" that look like little green men, some with just one eye; they sort of resemble goblins to me. Zatara casts a spell on them that "makes them disappear in a puff of smoke". Maybe it's a spell that transports them all a short distance away -- or maybe he just cast Sleep on them, and they fell to the floor really quick and are out of sight.
In the next room, metal sticks move on their own accord and constrict Zatara and Tong. Magic items...or Hold Person with a lot of flavor text? Zatara casts another new spell that Conjures Flame, enough to fill at least a 5' Radius (1-8 points of damage to anyone inside it?). This could be a 1st-level spell.
Behind a curtain and down some steps is a large seated statue of Isis that transforms anyone gazing on it (and a missed saving throw vs. spells) to stone. Zatara either casts three Stone to Flesh spells, or perhaps they are under a curse or magic spell he can remove with Remove Curse or Dispel Magic instead.
When Zatara leaves and comes back to the pyramid, a Wall of Force blocks him from re-entering (though his Spirit Projection works through it). Zatara's spirit form is attacked with Gust of Wind and Magic Missile (5 arrows, so he's up against a 9th level caster!) spells, though I don't really see how those would affect him in spirit form. Finally, the statue of Isis animates and attacks him (maybe it's a golem and can affect his spirit form because it can be hit by spells or enchanted creatures), but Zatara casts a Melting spell that works an awful lot like wrecking things.
The evil sorcerer carries a new magic item, a Staff of Smoke that releases a smoke screen (Fog Cloud?) out of the eyes of the cat face on the head of the staff.
Lastly, the evil sorcerer plans to cast Disintegrate on Tong, but Zatara reflect it back with a Spell Turning spell that can be cast on anyone, not just the caster.
(You can read this issue at Comic Book Archives)
Saturday, January 2, 2016
Action Comics #4 - part 2
Tex Thompson has finished his first adventure in the Sealed City, but when your players aren't ready to move on to another location, that's okay -- just have the same location threatened by new bad guys!
There are even recurring non-Heroes in this installment, with the former henchmen Scharem and Hawntem changing sides to help Tex. In my first live session Hideouts & Hoodlums campaign, my players used to do this all the time; converting hoodlums to grow their ranks.
Bob gets shown some death traps. One is a spiked slab that can be dropped on someone lying prone on an altar (though to be a proper trap, the cord holding the slab should be slowly burned through by a candle, or something). The other is a giant magnifying glass that can burn a person tied to a chair in front of it (slow amounts of heat damage over time?). Despite having these to choose from, Bob winds up in a 10' deep pit.
Scoop Scanlon, Five-Star Reporter, needs information, so he spends the day visiting every "hole in town", buying "drinks for bums". I'm not partial to using game mechanics to handle information gathering, though I would use encounter reaction rolls to determine how long it takes to get a favorable contact.
A hoodlum Scoop talks to refers to four other hoodlums as "small-time punks". Maybe I should use that term instead of wimpy hoodlums?
Zatara, Master Magician, casts a spell that lets him Locate Person (4th level spell?). He casts his "Spirit Projection" spell again, and an Invisibility spell again. He twice casts the spell that temporarily polymorphs an item, this time a gun into a water pistol and a gun into a snake, then handcuffs. Apparently this spell polymorph the same item into a new form each turn during the spell duration.
(This issue can be read at Comic Book Archives)
There are even recurring non-Heroes in this installment, with the former henchmen Scharem and Hawntem changing sides to help Tex. In my first live session Hideouts & Hoodlums campaign, my players used to do this all the time; converting hoodlums to grow their ranks.
Bob gets shown some death traps. One is a spiked slab that can be dropped on someone lying prone on an altar (though to be a proper trap, the cord holding the slab should be slowly burned through by a candle, or something). The other is a giant magnifying glass that can burn a person tied to a chair in front of it (slow amounts of heat damage over time?). Despite having these to choose from, Bob winds up in a 10' deep pit.
Scoop Scanlon, Five-Star Reporter, needs information, so he spends the day visiting every "hole in town", buying "drinks for bums". I'm not partial to using game mechanics to handle information gathering, though I would use encounter reaction rolls to determine how long it takes to get a favorable contact.
A hoodlum Scoop talks to refers to four other hoodlums as "small-time punks". Maybe I should use that term instead of wimpy hoodlums?
Zatara, Master Magician, casts a spell that lets him Locate Person (4th level spell?). He casts his "Spirit Projection" spell again, and an Invisibility spell again. He twice casts the spell that temporarily polymorphs an item, this time a gun into a water pistol and a gun into a snake, then handcuffs. Apparently this spell polymorph the same item into a new form each turn during the spell duration.
(This issue can be read at Comic Book Archives)
Saturday, November 7, 2015
Action Comics #1
And this is the moment all this has been leading up to. Although I started this blog looking further back, all the way back to More Fun Comics #1 in 1935, Action Comics #1, in June 1938, is often considered the proper start of the Golden Age of Comics.
I have to say, I thought I'd get here sooner. When I counted the number of comic books I had access to, I figured I would reach Action Comics #1 sometime in June. It's taken me almost twice that long because of some issues I spread out over two days, plus other days I just took off from posting.
But here we are, with the issue that is, in many ways, both the impetus of the Golden Age and the game Hideouts & Hoodlums itself. When I started working on H&H back in 2008, it started as this mental exercise: is there a role-playing game out there that does a really good job at emulating comic books, specifically as they were back when Superman started, and if not, could I build one?
Now, of course, Superman was only one feature in the anthology title, Action Comics. There was also Chuck Dawson, Zatara the Master Magician, Pep Morgan, Scoop Scanlon, Tex Thompson, "The Adventures of Marco Polo", and filler by Russell "Alger" Cole ("Sticky-Mitt Stimpson"). In fact, there are more pages done by Fred Guardineer in this issue (he drew both Zatara and Pep) than there are by Siegel and Shuster. I have only bits and pieces of these features accessible to me, but I really want to concentrate on Superman anyway.
The Superhero power Raise Car comes from the cover (and again on page 9). The powers Leap I and Outrun Train come from page 1 of the story (the origin page). Superman busting down the door on page 2 -- as we've seen on this blog -- is not the first instance of wrecking things -- but is obviously the first time it is used by a Superhero. Nigh-Invulnerable Skin is demonstrated by the bullet ricocheting "off Superman's tough skin" on page 4 (though this could, admittedly, just be a miss explained with flavor text).
The "wife-beating" plot hook on page 5 might be an instance of a random encounter, but all three of the newspaper people featured in this story are classic examples of plot hook characters -- the unnamed reporter who clues Superman in on the wife beater, the unnamed chief (who is later named as George Taylor) who tells him to go to "San Monte" and report on the war there, and Lois Lane, who gets into trouble by spurning a hoodlum.
Superman throwing the wife-beater into the wall, I didn't treat as a new power; rather, Superman is using the stationary wall as a clubbing weapon by throwing the man into it. I was this close to making wife-beater a mobster type....
Because page 6 starts with the second instance of Superman's "tough skin" saving him, I made this the first 2nd level power, Super-Tough Skin. The power Quick Change is based on how quickly Superman is able to change to look like Clark Kent before the policeman arrives (note that Superman did not come in carrying his clothes, so he either had them on under his costume, had them stashed elsewhere in the building, or is wearing some of the wife-beater's clothes and was only carrying his Clark Kent glasses with him).
Senator Barrows is an example of the corrupt politician mobster type.
As to the other features...
Cowboy Chuck Dawson's adventure starts off with a wandering encounter, a henchman who just happens to walk out of a dance hall spoiling for a fight. I also learned new cowboy slang -- a jigger is the boss' second-in-command. While in jail, Chuck tricks a deputy into coming to the door by saying he has something important to whisper to him. A deputy would have to be pretty dumb to fall for that, but the Editor should still give it a chance to work, either by rolling an encounter reaction check or maybe a save vs. plot to see if Chuck gets lucky.
Zatara has a magic crystal ball that shows future events -- definitely more powerful than the Magic-User spell Crystal Ball, and potentially a campaign-breakingly powerful item unless it cannot be controlled and only shows plot hooks.
In terms of spells, Zatara: summons a first aid kit out of thin air (Cure Wounds I?), uses Feather Fall to save himself when he's pushed off the roof of a train, Zatara encounters three thugs (2 HD mobsters, according to Book II) and casts a hypnosis spell on all three of them (this spell does not yet exist in H&H), he casts a spell that seems to be teleportation limited to his SCMs (SCM Summoning?), the text says he casts hypnosis again (though the use of the spell here more resembles Hold Person), he can, at least temporarily, polymorph an object (a gun into a banana, unless he used an illusion spell to make it seem like that happened).
Zatara fires a gun, breaking the rule about what weapons Magic-Users are limited to. He has no trouble freeing himself from knots tying his hands together behind his back, but since this occurs off-panel, it's impossible to say if he used magic or some sort of escape artist stunt. Zatara is at least a 4thd-level Magic-User here, and probably higher.
The "Scoop" Scanlon, Five-Star Reporter feature has constant narration throughout. When Scoop shoots at a speeding getaway car with a trophy sub-machine gun, the narrator says Scoop "completely disables the car". Perhaps I've been going about car chases all wrong! What if cars were assigned hit points, and you won the chase by reducing the opposing car to zero hit points? It does seem only slightly more abstract than the current combat sytem...
It's also worth noting that Tex Thompson identifies himself as a cowboy. While the character was later converted into more of a superhero, his initial appearances should be statted as a Cowboy, if you're using that class from Supplement III: Better Quality. The interesting wrinkle to Tex Thompson is that he was rich and became a globe-trotting cowboy, a concept that might have won him more attention had he not been always in the shadow of Superman.
(My copy of the Superman story was courtesy of Superman: The Action Comics Archives vol. 1, but the entirety of the issue can be read at Comic Book Archives).
I have to say, I thought I'd get here sooner. When I counted the number of comic books I had access to, I figured I would reach Action Comics #1 sometime in June. It's taken me almost twice that long because of some issues I spread out over two days, plus other days I just took off from posting.
But here we are, with the issue that is, in many ways, both the impetus of the Golden Age and the game Hideouts & Hoodlums itself. When I started working on H&H back in 2008, it started as this mental exercise: is there a role-playing game out there that does a really good job at emulating comic books, specifically as they were back when Superman started, and if not, could I build one?
Now, of course, Superman was only one feature in the anthology title, Action Comics. There was also Chuck Dawson, Zatara the Master Magician, Pep Morgan, Scoop Scanlon, Tex Thompson, "The Adventures of Marco Polo", and filler by Russell "Alger" Cole ("Sticky-Mitt Stimpson"). In fact, there are more pages done by Fred Guardineer in this issue (he drew both Zatara and Pep) than there are by Siegel and Shuster. I have only bits and pieces of these features accessible to me, but I really want to concentrate on Superman anyway.
The Superhero power Raise Car comes from the cover (and again on page 9). The powers Leap I and Outrun Train come from page 1 of the story (the origin page). Superman busting down the door on page 2 -- as we've seen on this blog -- is not the first instance of wrecking things -- but is obviously the first time it is used by a Superhero. Nigh-Invulnerable Skin is demonstrated by the bullet ricocheting "off Superman's tough skin" on page 4 (though this could, admittedly, just be a miss explained with flavor text).
The "wife-beating" plot hook on page 5 might be an instance of a random encounter, but all three of the newspaper people featured in this story are classic examples of plot hook characters -- the unnamed reporter who clues Superman in on the wife beater, the unnamed chief (who is later named as George Taylor) who tells him to go to "San Monte" and report on the war there, and Lois Lane, who gets into trouble by spurning a hoodlum.
Superman throwing the wife-beater into the wall, I didn't treat as a new power; rather, Superman is using the stationary wall as a clubbing weapon by throwing the man into it. I was this close to making wife-beater a mobster type....
Because page 6 starts with the second instance of Superman's "tough skin" saving him, I made this the first 2nd level power, Super-Tough Skin. The power Quick Change is based on how quickly Superman is able to change to look like Clark Kent before the policeman arrives (note that Superman did not come in carrying his clothes, so he either had them on under his costume, had them stashed elsewhere in the building, or is wearing some of the wife-beater's clothes and was only carrying his Clark Kent glasses with him).
Senator Barrows is an example of the corrupt politician mobster type.
As to the other features...
Cowboy Chuck Dawson's adventure starts off with a wandering encounter, a henchman who just happens to walk out of a dance hall spoiling for a fight. I also learned new cowboy slang -- a jigger is the boss' second-in-command. While in jail, Chuck tricks a deputy into coming to the door by saying he has something important to whisper to him. A deputy would have to be pretty dumb to fall for that, but the Editor should still give it a chance to work, either by rolling an encounter reaction check or maybe a save vs. plot to see if Chuck gets lucky.
Zatara has a magic crystal ball that shows future events -- definitely more powerful than the Magic-User spell Crystal Ball, and potentially a campaign-breakingly powerful item unless it cannot be controlled and only shows plot hooks.
In terms of spells, Zatara: summons a first aid kit out of thin air (Cure Wounds I?), uses Feather Fall to save himself when he's pushed off the roof of a train, Zatara encounters three thugs (2 HD mobsters, according to Book II) and casts a hypnosis spell on all three of them (this spell does not yet exist in H&H), he casts a spell that seems to be teleportation limited to his SCMs (SCM Summoning?), the text says he casts hypnosis again (though the use of the spell here more resembles Hold Person), he can, at least temporarily, polymorph an object (a gun into a banana, unless he used an illusion spell to make it seem like that happened).
Zatara fires a gun, breaking the rule about what weapons Magic-Users are limited to. He has no trouble freeing himself from knots tying his hands together behind his back, but since this occurs off-panel, it's impossible to say if he used magic or some sort of escape artist stunt. Zatara is at least a 4thd-level Magic-User here, and probably higher.
The "Scoop" Scanlon, Five-Star Reporter feature has constant narration throughout. When Scoop shoots at a speeding getaway car with a trophy sub-machine gun, the narrator says Scoop "completely disables the car". Perhaps I've been going about car chases all wrong! What if cars were assigned hit points, and you won the chase by reducing the opposing car to zero hit points? It does seem only slightly more abstract than the current combat sytem...
It's also worth noting that Tex Thompson identifies himself as a cowboy. While the character was later converted into more of a superhero, his initial appearances should be statted as a Cowboy, if you're using that class from Supplement III: Better Quality. The interesting wrinkle to Tex Thompson is that he was rich and became a globe-trotting cowboy, a concept that might have won him more attention had he not been always in the shadow of Superman.
(My copy of the Superman story was courtesy of Superman: The Action Comics Archives vol. 1, but the entirety of the issue can be read at Comic Book Archives).
Labels:
car chases,
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new spells,
new trophies,
plot hooks,
powers,
Scoop Scanlon,
slang,
spells,
stunts,
Superhero,
Superman,
Supporting Cast Members,
Tex Thompson,
weapons,
Zatara
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