We're back and still looking at the debut of Amazona the Mighty Woman. Looking at this bottom panel, I was initially bothered by the fact that I couldn't tell which mobsters had been taken down by Amazona and which by Blake. Then I realized, it not only didn't matter, but this, in a nutshell, is the heart of what makes Hideouts & Hoodlums special. It's a game where fighters and superheroes can fight side by side and both feel important in the combat.
Interestingly, one power Amazona conspicuously doesn't display here is Outrun Train, needing to hop a ride to keep up with the fleeing car. Or maybe female superheroes suffer some sort of movement penalty while wearing heels?
We're going to jump ahead to the next feature, Red Comet. I don't particularly care for Red Comet, and this installment certainly didn't change my mind. The King of the Giants of Jupiter looks about as dangerous as your dad when company comes over but he doesn't feel like getting dressed. Red Comet himself isn't much better, remembering to put on his mask and cape, but forgetting the rest of his clothes other than his matching underwear. It's like a nightmare a superhero would have that ends in everybody laughing at him.
Perhaps most frustrating about this page is Red Comet's size-changing power. If he shrinks before climbing on the giant's knee, does that mean that the giant isn't really that big? Or did Red Comet just shrink down a little?
Whoa - things just took a super dark turn! Bear in mind, Golo hasn't done anything at this point other than threaten to invade other planets. Not a soul has actually been hurt yet; his threat has been less harmful than the average Trump tweet. Yet, Red Comet has slaughtered a whole squadron -- at least 15 giants, given my count from the top panel -- just to teach Golo a lesson.
Red Comet is using the Imperviousness power in this last panel, the only power that would protect him from all rayguns.
And lastly we're going to look at Spurt Hammond today. For once, I can say I'm glad to do so! There's some unexpected history with H&H here...
Way back before Comic Book Plus and the Digital Comic Museum were things, scanned comic books were still hard to come by. Some people, like Steve Rogers, made their own websites for them. Some people posted them to the files sections of various Yahoo!Clubs. And some people posted them on this new thing called blogs. I had chanced upon this story on somebody's blog around the time I was writing the second issue of The Trophy Case...wow, way back in 2010! So I wrote up the robots from this issue as vampiric robots from Mercury.
That third panel is swiped from a famous painting...but I can't remember what it is.
I'm actually not sure where I got the "vampiric" part from; it is described as "invincible" and "super" here.
This is not the only nudity you're going to see in this story...
The only thing more intimidating than a giant must be a nude giant. Anticipating Return of the Jedi, the giant is killed by the portcullis. The portcullis does a lot of damage, but then, it stabs him five times in addition to the crushing damage. It would likely have done less harm to a man-sized foe.
Let me see if I get this straight -- Spurt has the drop on them with a ray gun, then sits down his raygun so he can go in punching instead?
It "ought to," Spurt? So you're willing to experiment on bad guys with their own mad science machines, just to see what happens? I would make any Hero save vs. plot before doing this, as it reeks of being no better than the bad guys...
Although I was very generous with Hit Dice when statting this robot, a single shot from a raygun finishes it off. How super and invincible was it supposed to be again?
Ten years later, and I've still never used a vampiric robot from Mercury in one of my games...
(Scans courtesy of Digital Comic Museum.)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts
Wednesday, May 27, 2020
Friday, October 11, 2019
Amazing Mystery Funnies #18 - pt. 1
Speed Centaur? Really? You're going to make me read Speed Centaur, first thing? Sigh..
Now, to be fair, this scenario seems as preposterous on the face of it as a centaur superhero. What would the Axis Forces possibly want with U.S. horses circa 1940? It turns out there actually is a real story like this.
"Hop on my back and ride me, trusty sidekick!" How did Fredric Wertham miss this?
What the waaah? Since when can centaurs fly? I guess I'm modifying the centaur record in the Mobster Manual again!
I've never heard of such a killer horse -- but killer horse seems almost like a worthy mobstertype for Hideouts & Hoodlums! It also appears here that killer horses can attack with both 1 bite and 1 kick in the same turn. Speed beats the killer horse with grappling.
I'm interested in this page for the first panel. Reel is able to gamely perform a move worthy of a movie stuntman; but keep in mind Reel's training is as a cameraman. So when did he become such a capable acrobat and marksman?
On an earlier post, I speculated about Supporting Cast and at what point they can become classed and I may have missed the obvious; as soon as they become Supporting Cast to a Hero, they become important enough to gain a class, even if they only had a mundane profession before.
Killer horses will chase after you if you run!
...It's been as hard as ever taking Speed Centaur seriously, but perhaps this could illustrate, instead, that Supporting Cast animals can be given very specific and out-of-their-character tasks, like running down and trampling someone.
Phew! Moving on to The Inner Circle now. There's not a lot of game-relevant material here, although I'm curious to see if any of those newspapers really exist...
Long before The New York Bulletin became a fake newspaper in the Marvel Netflix Universe, it was a real New York newspaper, running from 1840 to 1850! There was a London daily called The Courier, but I can't find that there was a London Daily Courier. The Montreal Post-Telegram is completely bogus.
Next, I'm noticing how widely different the value of the gold stolen is between countries. How close are those exchange rates?
No, there was $4 to the pound, so the London Daily Courier should
be reporting 200,000, not 250,000 pounds. The Canadian numbers are even
worse; the Canadian dollar was only worth 10% more than a U.S. dollar
in 1940, so the Montreal Post Telegram should say 55,000, not what looks
an awful lot like 500,000!
I tried to also do a little research on why damage to the conning tower, specifically, would keep a sub from being able to submerge. I don't think it's because the hit was on the tower, per se, but any hole in the sub is going to take on water.
Leaving those Circle Boys behind on their boats, let's jump ahead to Jon Linton, the thinking man's Buck Rogers (well, sorta...).
I suppose there's something comforting in knowing that notes handwritten in cursive are still going to be a thing in the future.
Jon's trick here seems a bit too obvious to me, but I suppose when you're dealing with a narcissist like Trump -- er, I mean Satan -- it's easy to play on his vanity and get him to think you're on his side.
In game play, this can be difficult, particularly if the player and Editor don't see the character's motivations the same way.
If the Editor felt, Jon's player is misinterpreting what I'm going for, he could prompt his player with a skill check or Wisdom check (we've talked about unofficially using ability score checks in H&H before) and correct him if he succeeds - or, simply change the way the villain's character to match player expectations, if that makes things easier.
I love how Harry Campbell, even if he doesn't always get the science right, certainly makes a game try of it. Here he fairly accurately predicts safe atomic energy plants, with 2 million volts being possible if the plant has up to six transformers. He also accurately understands reboot time.
(Scans courtesy of Comic Book Plus.)
Now, to be fair, this scenario seems as preposterous on the face of it as a centaur superhero. What would the Axis Forces possibly want with U.S. horses circa 1940? It turns out there actually is a real story like this.
"Hop on my back and ride me, trusty sidekick!" How did Fredric Wertham miss this?
What the waaah? Since when can centaurs fly? I guess I'm modifying the centaur record in the Mobster Manual again!
I've never heard of such a killer horse -- but killer horse seems almost like a worthy mobstertype for Hideouts & Hoodlums! It also appears here that killer horses can attack with both 1 bite and 1 kick in the same turn. Speed beats the killer horse with grappling.
I'm interested in this page for the first panel. Reel is able to gamely perform a move worthy of a movie stuntman; but keep in mind Reel's training is as a cameraman. So when did he become such a capable acrobat and marksman?
On an earlier post, I speculated about Supporting Cast and at what point they can become classed and I may have missed the obvious; as soon as they become Supporting Cast to a Hero, they become important enough to gain a class, even if they only had a mundane profession before.
Killer horses will chase after you if you run!
...It's been as hard as ever taking Speed Centaur seriously, but perhaps this could illustrate, instead, that Supporting Cast animals can be given very specific and out-of-their-character tasks, like running down and trampling someone.
Phew! Moving on to The Inner Circle now. There's not a lot of game-relevant material here, although I'm curious to see if any of those newspapers really exist...
Long before The New York Bulletin became a fake newspaper in the Marvel Netflix Universe, it was a real New York newspaper, running from 1840 to 1850! There was a London daily called The Courier, but I can't find that there was a London Daily Courier. The Montreal Post-Telegram is completely bogus.
Next, I'm noticing how widely different the value of the gold stolen is between countries. How close are those exchange rates?
No, there was $4 to the pound, so the London Daily Courier should
be reporting 200,000, not 250,000 pounds. The Canadian numbers are even
worse; the Canadian dollar was only worth 10% more than a U.S. dollar
in 1940, so the Montreal Post Telegram should say 55,000, not what looks
an awful lot like 500,000!I tried to also do a little research on why damage to the conning tower, specifically, would keep a sub from being able to submerge. I don't think it's because the hit was on the tower, per se, but any hole in the sub is going to take on water.
Leaving those Circle Boys behind on their boats, let's jump ahead to Jon Linton, the thinking man's Buck Rogers (well, sorta...).
I suppose there's something comforting in knowing that notes handwritten in cursive are still going to be a thing in the future.
Jon's trick here seems a bit too obvious to me, but I suppose when you're dealing with a narcissist like Trump -- er, I mean Satan -- it's easy to play on his vanity and get him to think you're on his side.
In game play, this can be difficult, particularly if the player and Editor don't see the character's motivations the same way.
If the Editor felt, Jon's player is misinterpreting what I'm going for, he could prompt his player with a skill check or Wisdom check (we've talked about unofficially using ability score checks in H&H before) and correct him if he succeeds - or, simply change the way the villain's character to match player expectations, if that makes things easier.
I love how Harry Campbell, even if he doesn't always get the science right, certainly makes a game try of it. Here he fairly accurately predicts safe atomic energy plants, with 2 million volts being possible if the plant has up to six transformers. He also accurately understands reboot time.
(Scans courtesy of Comic Book Plus.)
Monday, October 2, 2017
Top-Notch Comics #1 - pt. 2
As I move deeper into this issue past The Wizard's feature, it becomes clear that this issue was prepared by the same packager (Chesler?) that produced a lot of the early Centaur books...and has that same level of quality. Still, I found some things worth commenting on.
This feature is Scott Rand in the World of Time and, as a campaign idea, the focus would be on traveling through time and trying to pick up the most unusual supporting cast throughout history you can get. Here, we see Scott and his boss picking up a high-level Viking Fighter. On the following pages, they also recruit a very un-Egyptian-looking Egyptian princess.
In Hideouts & Hoodlums, language is not an issue -- except when the Editor chooses to make it one. In 2nd edition, there's a note about how the Editor can require a Hero to spend one month's time learning a new language, but these Heroes have a work around for that thanks to the timeless limbo their time ship can reach. This limbo also opens up all kinds of other possibilities for breaking the downplay parts of the game, like unlimited time for inventing things.
I think it's interesting to point out that the time ship has to move forward in physical space before it can time jump; it isn't a one or the other deal.
The Doctor Who parallels should also be pretty obvious and need no elaboration.
From Air Patrol, we see the Aviator stunt Find Blind Spot. Also the stunt Find Origin Story?
Interesting, that the dog fight takes almost an hour of game time to resolve. In second edition H&H, an hour is 120 combat turns! Maybe aerial combat needs to be run at a different speed?
A rare example of "splash" damage from a comic book (I mean the fire "splashing", not the splashing from hitting the water).
This is from The Mystic. I find it interesting because, despite the trappings of a magic-user, The Mystic appears to only have skills like escape artistry, which makes him more of a Mysteryman. Never be fooled by the trappings.
This is from Manhunters, showing the true crime genre being a poor fit for Jack Cole.
So how hard should it be to vault a 6-foot fence? The world record for pole vaulting was almost 15' circa 1939, and that's the closest comparison I can think of. If we rounded down to something divisible by 6 and split the feet between pips on a 6-sided die, that would give us: a 1 in 6 chance to vault 11-12', a 2 in 6 chance to vault 9-10', a 3 in 6 chance to vault 7-8', a 4 in 6 chance to vault 5-6', a 5 in 6 chance to vault 3-4', and vaulting 1-2' would be automatic successes.
And that's all assuming the Editor has time to break things down like that. On the fly, I probably would have ruled a 2 in 6 chance, but might have compromised with a 3 or even a 4 in 6 chance depending on how good a case the players made I was wrong.
Okay, there's no way a belt buckle counts as armor, so using it to explain the miss is just flavor text. I think I've used this example, or something like it, from a comic book story before, though. The real reason I like this page is because Sukup is such a comically ridiculous name, as is the line "Alright, Sukup, come along!"
(Scans courtesy of Digital Comic Museum.)
This feature is Scott Rand in the World of Time and, as a campaign idea, the focus would be on traveling through time and trying to pick up the most unusual supporting cast throughout history you can get. Here, we see Scott and his boss picking up a high-level Viking Fighter. On the following pages, they also recruit a very un-Egyptian-looking Egyptian princess.
In Hideouts & Hoodlums, language is not an issue -- except when the Editor chooses to make it one. In 2nd edition, there's a note about how the Editor can require a Hero to spend one month's time learning a new language, but these Heroes have a work around for that thanks to the timeless limbo their time ship can reach. This limbo also opens up all kinds of other possibilities for breaking the downplay parts of the game, like unlimited time for inventing things.
I think it's interesting to point out that the time ship has to move forward in physical space before it can time jump; it isn't a one or the other deal.
The Doctor Who parallels should also be pretty obvious and need no elaboration.
From Air Patrol, we see the Aviator stunt Find Blind Spot. Also the stunt Find Origin Story?
Interesting, that the dog fight takes almost an hour of game time to resolve. In second edition H&H, an hour is 120 combat turns! Maybe aerial combat needs to be run at a different speed?
A rare example of "splash" damage from a comic book (I mean the fire "splashing", not the splashing from hitting the water).
This is from The Mystic. I find it interesting because, despite the trappings of a magic-user, The Mystic appears to only have skills like escape artistry, which makes him more of a Mysteryman. Never be fooled by the trappings.
This is from Manhunters, showing the true crime genre being a poor fit for Jack Cole.
So how hard should it be to vault a 6-foot fence? The world record for pole vaulting was almost 15' circa 1939, and that's the closest comparison I can think of. If we rounded down to something divisible by 6 and split the feet between pips on a 6-sided die, that would give us: a 1 in 6 chance to vault 11-12', a 2 in 6 chance to vault 9-10', a 3 in 6 chance to vault 7-8', a 4 in 6 chance to vault 5-6', a 5 in 6 chance to vault 3-4', and vaulting 1-2' would be automatic successes.
And that's all assuming the Editor has time to break things down like that. On the fly, I probably would have ruled a 2 in 6 chance, but might have compromised with a 3 or even a 4 in 6 chance depending on how good a case the players made I was wrong.
Okay, there's no way a belt buckle counts as armor, so using it to explain the miss is just flavor text. I think I've used this example, or something like it, from a comic book story before, though. The real reason I like this page is because Sukup is such a comically ridiculous name, as is the line "Alright, Sukup, come along!"
(Scans courtesy of Digital Comic Museum.)
Tuesday, September 19, 2017
Top-Notch Comics #1 - pt. 1
We're now up to the third of the MLJ titles and still about two years away from their superhero zenith.
Here we get the first of their superheroes, The Wizard. He's not a magic-user wizard, but a hi-tech wizard. We'll observe him carefully and see what class he best fits shortly.
First a historical note -- there was no historical General Steven Whitney in the Revolutionary War. The actual Chief of the Naval Intelligence Service in late 1939 was Vice-Admiral John Godfrey, not Grover Whitney.
Telephone scrambling was already in development in 1939, but was not practical until 1943.
Somewhat famously, Pearl Harbor would be later attacked almost exactly as it's laid out in this issue.
The Wizard is one of the earliest characters we can pin down to an exact age, having been born in 1904. It was certainly not uncommon for comic book heroes to be grown men in their 30s.
The phone scrambling computer must be a trophy item, but we can't be as sure about this steel-burning chemical. Hi-tech potion -- or wrecking things power?
Woodrow Wilson is the first historically real character in this story, as well as this being the first time President Wilson had ever appeared in a comic book.
That's some mystery chemical -- even in 2017 we don't have a chemical that will burn 1,000 times hotter than acetylene.
In 1939, the land speed record was 369 MPH; it would not exceed 500 MPH until 1964.
The Wizard's invisible car, occurring in flashback, makes it chronologically older than the Ultra-Humanite's invisible car in Action Comics #13. An invisibility field generator that can fit in a car was a trophy item since first edition.
That The Wizard's prop plane can go from New York to Los Angeles in 2 hours and 45 minutes is suspicious -- even today the flight takes almost twice that long. Despite appearing to be a prop plane, it must be a jet.
Now here's where we start to get into guessing what class The Wizard is. First, he appears to be using magic -- maybe some powerful divination spell -- to figure out both what his objective is and where to find it. Then he dresses like a Mysteryman. Then he tears fish nets apart with his bare hands -- strong, but not quite wrecking things strong; a Mysteryman could accomplish this with a stunt.
"Jatsonian" must mean Japanese.
But, here, we see The Wizard using Leap, he leaps unharmed through gunfire as if buffed with Nigh-Invulnerable Skin, and it sure looks like he's using wrecking things on that submarine portal. Further, his high velocity propulsion pistol could be another hi-tech trophy item, or it could be flavor text for one of the Blast powers.
It's also curious just what a high velocity propulsion pistol is. Just about any gun works by propelling ammunition at high velocity. If there is no ammunition, it sounds like an air gun.
Here, again, is the Wizard wrecking his way through that door or using an actual vial of some sort of super-acid?
So, in just his first story, we've already seen what appears to be three different classes represented -- basically, all the core classes other than Fighter (unless the 3rd panel of that previous page counts as that too!).
I'm wondering if I should develop a sort of "bard" class for H&H...a jack of all trades class that can switch back and forth between classes, possibly from turn to turn...
(Scans courtesy of Digital Comic Museum.)
Here we get the first of their superheroes, The Wizard. He's not a magic-user wizard, but a hi-tech wizard. We'll observe him carefully and see what class he best fits shortly.
First a historical note -- there was no historical General Steven Whitney in the Revolutionary War. The actual Chief of the Naval Intelligence Service in late 1939 was Vice-Admiral John Godfrey, not Grover Whitney.
Telephone scrambling was already in development in 1939, but was not practical until 1943.
Somewhat famously, Pearl Harbor would be later attacked almost exactly as it's laid out in this issue.
The Wizard is one of the earliest characters we can pin down to an exact age, having been born in 1904. It was certainly not uncommon for comic book heroes to be grown men in their 30s.
The phone scrambling computer must be a trophy item, but we can't be as sure about this steel-burning chemical. Hi-tech potion -- or wrecking things power?
Woodrow Wilson is the first historically real character in this story, as well as this being the first time President Wilson had ever appeared in a comic book.
That's some mystery chemical -- even in 2017 we don't have a chemical that will burn 1,000 times hotter than acetylene.
In 1939, the land speed record was 369 MPH; it would not exceed 500 MPH until 1964.
The Wizard's invisible car, occurring in flashback, makes it chronologically older than the Ultra-Humanite's invisible car in Action Comics #13. An invisibility field generator that can fit in a car was a trophy item since first edition.
That The Wizard's prop plane can go from New York to Los Angeles in 2 hours and 45 minutes is suspicious -- even today the flight takes almost twice that long. Despite appearing to be a prop plane, it must be a jet.
Now here's where we start to get into guessing what class The Wizard is. First, he appears to be using magic -- maybe some powerful divination spell -- to figure out both what his objective is and where to find it. Then he dresses like a Mysteryman. Then he tears fish nets apart with his bare hands -- strong, but not quite wrecking things strong; a Mysteryman could accomplish this with a stunt.
"Jatsonian" must mean Japanese.
But, here, we see The Wizard using Leap, he leaps unharmed through gunfire as if buffed with Nigh-Invulnerable Skin, and it sure looks like he's using wrecking things on that submarine portal. Further, his high velocity propulsion pistol could be another hi-tech trophy item, or it could be flavor text for one of the Blast powers.
It's also curious just what a high velocity propulsion pistol is. Just about any gun works by propelling ammunition at high velocity. If there is no ammunition, it sounds like an air gun.
Here, again, is the Wizard wrecking his way through that door or using an actual vial of some sort of super-acid?
So, in just his first story, we've already seen what appears to be three different classes represented -- basically, all the core classes other than Fighter (unless the 3rd panel of that previous page counts as that too!).
I'm wondering if I should develop a sort of "bard" class for H&H...a jack of all trades class that can switch back and forth between classes, possibly from turn to turn...
(Scans courtesy of Digital Comic Museum.)
Thursday, December 8, 2016
Marvel Comics #1
And now we finally reach this milestone. Until now, half the Hideouts & Hoodlums Hero races didn't make sense!
The Human Torch story that starts this issue is the inspiration for the android race. The special abilities of the android race emulate the ability to burst into flame, shoot flame, and take off into the air on a fiery jet -- though all these can be disguised through flavor text (like turning "Fiery Jet" into spring-loaded feet). Androids are H&H's verion of dwarves.
That The Human Torch is of the superhero class is evident by how much wrecking he does in this story (as if wrecking trucks, if not tanks). He's encased in a 10' cube of cement and busts out, he melts bars (as if wrecking doors). He sets a warehouse and a regular house on fire (automatic, if around combustibles). He melts three doors, a truck, and the roof of a building (treat as a car). The amount of wrecking suggests to me that The Torch has three brevet ranks right here, despite being first level.
Other than wrecking, The Torch seems to demonstrate Fly I and possibly Nigh-Invulnerable Skin. At one point he badly scalds the mobsters who fled from him into a swimming pool by boiling the water -- I don't have a power yet for that one. Heat Water?
Sardo (that's an Italian name, apparently, though it always seemed science fiction-y to me), the villain in this piece, has a wealth of trophy items at his disposal -- he has a diving suit, a glass tube large enough to contain full-grown man, a gas mask, a gas bomb, a tank of liquid nitrogen, a tube of nitro gas, and a tank of sulfuric acid.
Likewise, The Sub-Mariner is the first merman hero in comics, and the inspiration for the merman race. Being able to breathe underwater was a given. We may or may not see faster swimming in this story. Later stories establish that mermen are weaker out of water, hence the wrecking things penalty out of water. And as for the magic resistance...it doesn't really emulate Namor at all, but mermen are H&H's version of elves, and I figured it helped round out the race and maybe would make it a more appealing choice to play.
Speaking of swimming faster, at one point Namor and Dorma travel from Antarctica to New York City in two days. That means they were traveling at, at least, 190 MPH -- way faster than I let mermen swim. That means they were either boosting their speed with a power, like Outrun Train, or -- even more likely, were using some sort of underwater vehicle we didn't see.
Wrecking wise, Namor crushes a diving helmet (wrecks as machine?), and he jams a rudder on a huge ship (maybe treat as a generator?). Curiously, Namor uses an axe to break glass at another time -- perhaps the only so far we've seen any kind of a limitation to how often a superhero can wreck.
Power-wise, he uses a leap power (probably Leap II) to catch a plane and Extend Missile Range (at least I, possibly II) to throw a man out to sea. Not a lot, so even though Namor surprises wrecks very little, he probably also has three brevet ranks even at first level.
Lastly, it is worth noting that Namor is actually only a half-merman. H&H works under the assumption that all half-mermen have the abilities of full-blooded mermen, though in actual comic books a half-merman is apparently more powerful than a full-blooded merman (this discrepancy could just be from Namor being higher in level too).
Both The Torch and The Sub-Mariner are also killers, or at least we know for sure that Namor is and The Torch very probably killed some people. They are Chaotic in Alignment.
The Angel also debuts in this issue. In many ways The Angel is typical of the Mysteryman tropes, particularly with how criminals fear him by reputation. For the most part, The Angel could even just be a Fighter, as he solves almost every problem with fists. But there is one instance where he leaps from the roof of a courthouse and lands safely. We never actually see the courthouse; we're just told this. So, maybe this courthouse has a really low roof, keeping The Angel from taking falling damage. Or maybe The Angel has unusually high hit points for a low-level Hero (high Constitution score?) and just absorbed the damage. Or maybe The Angel has a leap power and is actually a superhero? I'll watch for more evidence in future installments.
In the one-shot "Jungle Terror", the story's macguffin is a lost diamond in the Amazon and the apparently false rumor that the diamond can "enslave people". Rumors are good -- they get Heroes to go do things, and you only have to pay out on the rumors half the time! The twist in this story is that, instead of one diamond with special powers, our heroes find lots of ordinary diamonds. However, the Editor wisely doesn't give them time to collect them all, throwing endless waves of natives at them so they'll just snatch a few and run.
Lastly, I reviewed this issue on one of my Scottenkainenland blog.
(Issue read in Marvel Masterworks: Marvel Comics v. 1.)
The Human Torch story that starts this issue is the inspiration for the android race. The special abilities of the android race emulate the ability to burst into flame, shoot flame, and take off into the air on a fiery jet -- though all these can be disguised through flavor text (like turning "Fiery Jet" into spring-loaded feet). Androids are H&H's verion of dwarves.
That The Human Torch is of the superhero class is evident by how much wrecking he does in this story (as if wrecking trucks, if not tanks). He's encased in a 10' cube of cement and busts out, he melts bars (as if wrecking doors). He sets a warehouse and a regular house on fire (automatic, if around combustibles). He melts three doors, a truck, and the roof of a building (treat as a car). The amount of wrecking suggests to me that The Torch has three brevet ranks right here, despite being first level.
Other than wrecking, The Torch seems to demonstrate Fly I and possibly Nigh-Invulnerable Skin. At one point he badly scalds the mobsters who fled from him into a swimming pool by boiling the water -- I don't have a power yet for that one. Heat Water?
Sardo (that's an Italian name, apparently, though it always seemed science fiction-y to me), the villain in this piece, has a wealth of trophy items at his disposal -- he has a diving suit, a glass tube large enough to contain full-grown man, a gas mask, a gas bomb, a tank of liquid nitrogen, a tube of nitro gas, and a tank of sulfuric acid.
Likewise, The Sub-Mariner is the first merman hero in comics, and the inspiration for the merman race. Being able to breathe underwater was a given. We may or may not see faster swimming in this story. Later stories establish that mermen are weaker out of water, hence the wrecking things penalty out of water. And as for the magic resistance...it doesn't really emulate Namor at all, but mermen are H&H's version of elves, and I figured it helped round out the race and maybe would make it a more appealing choice to play.
Speaking of swimming faster, at one point Namor and Dorma travel from Antarctica to New York City in two days. That means they were traveling at, at least, 190 MPH -- way faster than I let mermen swim. That means they were either boosting their speed with a power, like Outrun Train, or -- even more likely, were using some sort of underwater vehicle we didn't see.
Wrecking wise, Namor crushes a diving helmet (wrecks as machine?), and he jams a rudder on a huge ship (maybe treat as a generator?). Curiously, Namor uses an axe to break glass at another time -- perhaps the only so far we've seen any kind of a limitation to how often a superhero can wreck.
Power-wise, he uses a leap power (probably Leap II) to catch a plane and Extend Missile Range (at least I, possibly II) to throw a man out to sea. Not a lot, so even though Namor surprises wrecks very little, he probably also has three brevet ranks even at first level.
Lastly, it is worth noting that Namor is actually only a half-merman. H&H works under the assumption that all half-mermen have the abilities of full-blooded mermen, though in actual comic books a half-merman is apparently more powerful than a full-blooded merman (this discrepancy could just be from Namor being higher in level too).
Both The Torch and The Sub-Mariner are also killers, or at least we know for sure that Namor is and The Torch very probably killed some people. They are Chaotic in Alignment.
The Angel also debuts in this issue. In many ways The Angel is typical of the Mysteryman tropes, particularly with how criminals fear him by reputation. For the most part, The Angel could even just be a Fighter, as he solves almost every problem with fists. But there is one instance where he leaps from the roof of a courthouse and lands safely. We never actually see the courthouse; we're just told this. So, maybe this courthouse has a really low roof, keeping The Angel from taking falling damage. Or maybe The Angel has unusually high hit points for a low-level Hero (high Constitution score?) and just absorbed the damage. Or maybe The Angel has a leap power and is actually a superhero? I'll watch for more evidence in future installments.
In the one-shot "Jungle Terror", the story's macguffin is a lost diamond in the Amazon and the apparently false rumor that the diamond can "enslave people". Rumors are good -- they get Heroes to go do things, and you only have to pay out on the rumors half the time! The twist in this story is that, instead of one diamond with special powers, our heroes find lots of ordinary diamonds. However, the Editor wisely doesn't give them time to collect them all, throwing endless waves of natives at them so they'll just snatch a few and run.
Lastly, I reviewed this issue on one of my Scottenkainenland blog.
(Issue read in Marvel Masterworks: Marvel Comics v. 1.)
Thursday, September 10, 2015
Detective Comics #11
Okay, now back to 1938!
Who knew Speed Saunders was so science fictional? Here, Speed has an oxygen evaporator on his diving suit that keeps him from needing an air hose. I'm pretty sure this was never a thing.
Speed's plan is even more unbelievable. He's jumping out of a biplane, after a power dive, in a diving suit, to get quickly to the bottom of the ocean right outside of New York Harbor. So Speed wants to add the momentum of diving at maybe 300 MPH to his falling speed before hitting the water, bearing in mind that the water here may not be all that deep (New York Harbor was only about 20' deep, though I don't know how deep it falls off outside that).
An Editor would be within his rights to assign Speed's reckless player 30 points of damage...or an Editor could award him 25 XP for a creative way to keep the scenario exciting...
Here, Speed has a portable submarine detector, also known as a remarkably convenient plot device. This is something else that didn't exist; RADAR was around in the 1930s, but you couldn't work it from a device that tiny.
Well...no. Being a kindly Editor is one thing, but "area of effect" or "blast radius" are still things that need to be considered. If you jump overboard from a submarine full of TNT with seconds to spare before it explodes -- and you're a human swimming in a diving suit -- there is no way you swam out of range of taking some damage.
This is from Larry Steele, and I include this as a maybe history lesson. I was not aware they had underground parking garages in the 1930s -- and maybe they did, or maybe this is as fanciful as Speed's portable submarine detector...
Cosmo is a tough character to pin down to a class. My first thought was Fighter, last issue he acted like an Explorer, this issue he starts out like a Detective, and here he is, slinking into the shadows like a Mysteryman.
Speaking of classes, this is the third time in two issues I've seen a disarming shot by someone who's not a Cowboy. I am seriously thinking we need an easier mechanic for disarming shot. Maybe it could be automatic on a successful hit, in lieu of damage?
This is Bruce Nelson using a penknife to pick a lock. Bruce Nelson is clearly a Fighter. Should lock-picking be a skill available to everyone, or a special stunt?
It's also worth remembering, for those of us not in big cities, that street level is not always uniformly level, creating instances like here where basement windows might be accessible in an area behind and below the sidewalk.
No one intentionally kicks a bucket while sneaking; this is what happens when the Editor fails your surprise check.
Like a Jackie Chan fight scene, make sure you've stocked encounter areas with stuff the Heroes can interact with and use to their advantage. Here, Bruce has one bullet left and two "bandits" (they are called bandits, but are not like typical comic book bandits) to defeat, so he shatters a jar of acid and splashes both of them with it.
I would have handled this by assigning the jar a simple AC of 9 (it is stationery, after all), with a hit causing a 5' radius splash for 1d3 damage.
And, lastly, in this issue's Slam Bradley adventure, Slam demonstrates the Aviator stunt, Wing Walking. I'm more convinced than ever that all of the genre-specific stunts I had previously assigned to the Cowboy and Aviator sub-classes need to become available to all Fighters.
(Scans courtesy of Comic Book Archives)
Who knew Speed Saunders was so science fictional? Here, Speed has an oxygen evaporator on his diving suit that keeps him from needing an air hose. I'm pretty sure this was never a thing.
Speed's plan is even more unbelievable. He's jumping out of a biplane, after a power dive, in a diving suit, to get quickly to the bottom of the ocean right outside of New York Harbor. So Speed wants to add the momentum of diving at maybe 300 MPH to his falling speed before hitting the water, bearing in mind that the water here may not be all that deep (New York Harbor was only about 20' deep, though I don't know how deep it falls off outside that).
An Editor would be within his rights to assign Speed's reckless player 30 points of damage...or an Editor could award him 25 XP for a creative way to keep the scenario exciting...
Here, Speed has a portable submarine detector, also known as a remarkably convenient plot device. This is something else that didn't exist; RADAR was around in the 1930s, but you couldn't work it from a device that tiny.
Well...no. Being a kindly Editor is one thing, but "area of effect" or "blast radius" are still things that need to be considered. If you jump overboard from a submarine full of TNT with seconds to spare before it explodes -- and you're a human swimming in a diving suit -- there is no way you swam out of range of taking some damage.
This is from Larry Steele, and I include this as a maybe history lesson. I was not aware they had underground parking garages in the 1930s -- and maybe they did, or maybe this is as fanciful as Speed's portable submarine detector...
Cosmo is a tough character to pin down to a class. My first thought was Fighter, last issue he acted like an Explorer, this issue he starts out like a Detective, and here he is, slinking into the shadows like a Mysteryman.
Speaking of classes, this is the third time in two issues I've seen a disarming shot by someone who's not a Cowboy. I am seriously thinking we need an easier mechanic for disarming shot. Maybe it could be automatic on a successful hit, in lieu of damage?
This is Bruce Nelson using a penknife to pick a lock. Bruce Nelson is clearly a Fighter. Should lock-picking be a skill available to everyone, or a special stunt?
It's also worth remembering, for those of us not in big cities, that street level is not always uniformly level, creating instances like here where basement windows might be accessible in an area behind and below the sidewalk.
No one intentionally kicks a bucket while sneaking; this is what happens when the Editor fails your surprise check.
Like a Jackie Chan fight scene, make sure you've stocked encounter areas with stuff the Heroes can interact with and use to their advantage. Here, Bruce has one bullet left and two "bandits" (they are called bandits, but are not like typical comic book bandits) to defeat, so he shatters a jar of acid and splashes both of them with it.
I would have handled this by assigning the jar a simple AC of 9 (it is stationery, after all), with a hit causing a 5' radius splash for 1d3 damage.
And, lastly, in this issue's Slam Bradley adventure, Slam demonstrates the Aviator stunt, Wing Walking. I'm more convinced than ever that all of the genre-specific stunts I had previously assigned to the Cowboy and Aviator sub-classes need to become available to all Fighters.
(Scans courtesy of Comic Book Archives)
Wednesday, August 19, 2015
Feature Funnies #3
I took a few days off there, but I'm back and so is Joe Palooka! Here's a great economics lesson on how far you could stretch $65 back in the 1930s.
Genres are good. They confine characters with similar motifs and tropes into easily defined categories. Genres are a good fit for a class-based game system, if each genre is treated as a class.
The Clock liked to test the boundaries of his genre. He is usually a Fighter or a Mysteryman. But sometimes he used hypnosis like a Superhero, and in this story he seems an awful lot like an Aviator. It's not good for a class-based game if Heroes can casually borrow from other classes' skill sets.
I present this as further evidence that stunts need to be opened up to all classes.
Doing good deeds, I have advised elsewhere, is an easy and potentially steady source for XP in H&H. Here, Jane Arden reminds us that there can be in-game rewards for doing good deeds as well. Indeed, every good deed is a potential plot hook, if handled creatively.
$26.10 for a doll.
(Scans courtesy of Digital Comic Museum)
Genres are good. They confine characters with similar motifs and tropes into easily defined categories. Genres are a good fit for a class-based game system, if each genre is treated as a class.
The Clock liked to test the boundaries of his genre. He is usually a Fighter or a Mysteryman. But sometimes he used hypnosis like a Superhero, and in this story he seems an awful lot like an Aviator. It's not good for a class-based game if Heroes can casually borrow from other classes' skill sets.
I present this as further evidence that stunts need to be opened up to all classes.
Doing good deeds, I have advised elsewhere, is an easy and potentially steady source for XP in H&H. Here, Jane Arden reminds us that there can be in-game rewards for doing good deeds as well. Indeed, every good deed is a potential plot hook, if handled creatively.
$26.10 for a doll.
(Scans courtesy of Digital Comic Museum)
Friday, May 1, 2015
Star Ranger #1
A good playing tip: when searching a hideout, always count the toothbrushes in the bathroom. It will at least tell you how many mobsters inside have good hygiene.
Here's a serious thought -- should counterfeit money be considered trophy treasure, worth experience points? One could perhaps make an argument that Lawful Heroes could not benefit from counterfeit money, and that maybe only a Chaotic anti-Hero would actually knowingly use counterfeit money. A possible compromise position would be giving a Hero a good deed award (100 XP) for personally taking counterfeit money, of any amount, out of circulation.
I'm surprised it's taken this long for a comic book story to show cacti hurting people. I have trouble picturing a cactus as a mobster type, even though there are some dangerous plants (like creeper vines and man-eating trees) in Hideouts & Hoodlums. I think, like skunks, cacti should be treated as a trap component, like -- if the Heroes go over this fence, they find a row of catci growing on the other side and must save vs. plot or take 1d3 points of damage from landing on them.
It's also interesting that our cowpoke seems to be taking damage from bronco busting. That might actually make sense in a campaign with a light mood -- the cowboy takes 1d3 damage per turn of bronco busting until he gets a good reaction roll from the bronco.
I like the adventure of Lee Trent here quite a bit; it deviates from the normal cowboy story by upping the ante a little. As a blatantly modern day Western, the bad guys can use machine guns instead of rifles or pistols. Lee's "rocket pistol" is just a flare gun, but even that seems like a useful thing for a Hero to carry.
Although initiative in H&H can be left to a simple pair of dice rolls (with high roll going first), the rules encourage the Editor to consider other factors first, like who has a weapon already in hand. Only using a stunt like Quick Draw should Lee able to go first before a cowboy with a throwing knife already in hand, as he does here.
Now this is really interesting, from a H&H perspective. Could the game be used for an animal-only campaign? Lobo is a Fighter, gaining XP by taking on bears...
...and besides combat, there's the threat of hunters' traps, and protecting your pack from them. I do think there's the potential here for at least a short campaign. Any volunteers out there willing to try running one?
Here's an unusual premise -- the Hero is a Scientist with a gold-detecting machine. Now there's a plot-generating device!
Sorry -- spoilers! -- the Scientist turns out to be a Fighter pretending to be a Scientist, disguising his wireless radio as a gold-detector. The lesson here is that non-standard Heroes can still be built using class-based game mechanics, so long as the Hero just "dresses up" in the tropes of another class using flavor text.
(Scans courtesy of Digital Comic Museum)
Here's a serious thought -- should counterfeit money be considered trophy treasure, worth experience points? One could perhaps make an argument that Lawful Heroes could not benefit from counterfeit money, and that maybe only a Chaotic anti-Hero would actually knowingly use counterfeit money. A possible compromise position would be giving a Hero a good deed award (100 XP) for personally taking counterfeit money, of any amount, out of circulation.
I'm surprised it's taken this long for a comic book story to show cacti hurting people. I have trouble picturing a cactus as a mobster type, even though there are some dangerous plants (like creeper vines and man-eating trees) in Hideouts & Hoodlums. I think, like skunks, cacti should be treated as a trap component, like -- if the Heroes go over this fence, they find a row of catci growing on the other side and must save vs. plot or take 1d3 points of damage from landing on them.
It's also interesting that our cowpoke seems to be taking damage from bronco busting. That might actually make sense in a campaign with a light mood -- the cowboy takes 1d3 damage per turn of bronco busting until he gets a good reaction roll from the bronco.
I like the adventure of Lee Trent here quite a bit; it deviates from the normal cowboy story by upping the ante a little. As a blatantly modern day Western, the bad guys can use machine guns instead of rifles or pistols. Lee's "rocket pistol" is just a flare gun, but even that seems like a useful thing for a Hero to carry.
Although initiative in H&H can be left to a simple pair of dice rolls (with high roll going first), the rules encourage the Editor to consider other factors first, like who has a weapon already in hand. Only using a stunt like Quick Draw should Lee able to go first before a cowboy with a throwing knife already in hand, as he does here.
Now this is really interesting, from a H&H perspective. Could the game be used for an animal-only campaign? Lobo is a Fighter, gaining XP by taking on bears...
...and besides combat, there's the threat of hunters' traps, and protecting your pack from them. I do think there's the potential here for at least a short campaign. Any volunteers out there willing to try running one?
Here's an unusual premise -- the Hero is a Scientist with a gold-detecting machine. Now there's a plot-generating device!
Sorry -- spoilers! -- the Scientist turns out to be a Fighter pretending to be a Scientist, disguising his wireless radio as a gold-detector. The lesson here is that non-standard Heroes can still be built using class-based game mechanics, so long as the Hero just "dresses up" in the tropes of another class using flavor text.
(Scans courtesy of Digital Comic Museum)
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