This issue starts with another Speed Saunders investigation, and this investigation starts off well with Speed getting a good lead to follow. Speed finds the guy who's been passing around the counterfeit money, but when he needs to find the guy printing the money Speed does what many a player of mine in the past would have done -- just wander around aimlessly and wait for me to throw them bigger clues. Here, Speed just happens to walk past a random building where he hears a printing press inside.
Inspector Kent of Scotland Yard is after a missing invisibility formula -- my first thought was that this would be a potion, but the formula seems to be instructions for working an invisibility machine that works for just 30 minutes. This deviates from the Invisibility spell, but that's okay for mad science devices.
Kent notices that a car is trailing him (keen senses/notice things check?). He is rescued by a mysterious woman who seems suspiciously eager to help Kent. Supporting cast members are meant to be actively recruited by the player, but Kent just shrugs and says stuff like "Sure, why not?" when she wants to go everywhere with him. This type of freebie character should not be considered supporting cast for purposes of awarding xp (which Heroes get when their players actively involve their SCMs in the scenario).
Larry Steele's new adventure starts at on an uncharted island "2000 miles due East off the coast of Brazil", which is odd because by the time you're 2,000 miles East of Brazil you're practically to Africa.
Another peculiarity -- Larry sprains his ankle in a plane crash! I'm not being facetious; specific injuries, or complications after being unconscious, are fairly rare in comic book stories. I really wanted a table of complications linked to being reduced to zero hit points in 2nd ed. Hideouts & Hoodlums, but now I'm not so sure.
There's also a really creepy backstory here about the mobsters on the island who kill a 14-year old girl's parents and keep per prisoner for the next 4 years, hoping Stockholm syndrome kicks in so she'll marry the boss mobster. More proof that you can go really dark and still be Golden Age-like.
Bart Regan and Sally of Spy are about to have the first wedding in comic book history when the service is interrupted by a new mission, and this one is...pretty silly. The all-important mission is that a woman is in town who is suspected of being a spy and Bart and Sally are the only ones who can prove she is. But...where is the time crunch here? Is the Chief secretly jealous and doesn't want Bart to have Sally?
Anyway, the lady spy has a mirrored compact she uses to powder her nose that can project invisible beams of wrecking things force, capable of smashing a brick wall (or equal to a Superhero able to wreck up to cars). This is the kind of compact super-science I expect to see Iron Man carrying in 2016 and seems oddly out of place in a Golden Age story. Of course, the item does have a drawback -- if you accidentally aim it towards your face, your face explodes (so, at least 3-18 damage as a weapon).
The Bruce Nelson story starts with a combat turn that does not go the way I normally handle combat. If one side has the drop on the other -- like the bad guy with a gun at Bruce's back -- or some other distinct advantage, I may ignore rolling for initiative. Here, Bruce somehow wins initiative despite his opponent having every advantage.
Bruce would have been killed if that coconut had not fallen on his attacker's head and knocked him out. Now, the skeptical reader might interpret this as an overly lenient Editor, but perhaps not. Perhaps the Editor had merely planned the environment in advance, considered there might be, oh, a 1 in 10 chance of a coconut falling and hitting someone on the head for, oh, 1-3 points of damage if anyone stood underneath those trees -- a sort of natural trap. Bruce's player was lucky enough that his opponent wound up under the trees first.
Once Bruce is in his plane again, we see the stunts Evasive Maneuvers, Increase Speed, and Wing Walking, and possibly a new stunt. Bruce draws attacks to himself to keep his friend descending by parachute from being attacked. Maybe it would be called Draw Fire?
We also see another complication from an injury, as Bruce loses the use of his arm that he was shot in.
(This issue can be read at Comic Book Archives)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label keen senses. Show all posts
Showing posts with label keen senses. Show all posts
Saturday, January 9, 2016
Wednesday, January 6, 2016
Amazing Mystery Funnies #2
About a year before the publication of the Sub-Mariner, we have this first work by Bill Everett -- Skyrocket Steele. Steele is Everett's answer to Buck Rogers, a character well-represented in comic books up to this point in 1938, though we haven't been able to look at those adventures because of copyright issues.
Anyone wanting to use Hideouts & Hoodlums to run a Buck Rogers-like, or Skyrocket Steele-like, campaign could certainly do so. In many ways, the technology found in these future stories only mimics the technology of the times, but with some "flavor text" changes -- phones have built-in television screens, but still are not mobile, cars still transport you around, but they float above the ground and are called "skysters". Even trips to other worlds is really just travel between locations with a bit more flavor text than usual to it.
Other equipment is just mundane things with new names -- a range-scope instead of a telescope, or G-2 camera instead of just a camera. Only the Kodacon seems different, with its crystal ball-like appearance, but what it shows is nothing more than a series of networked cameras could have broadcast.
We haven't seen Brailey of the Tropics in awhile (actually, this is a reprinted story from Funny Picture Stories #1), but here he demonstrates that just about anything should trigger a morale save, even a flaming broom...
...but, eventually, even a generous Editor must put his foot down. You want to ride an elephant into combat? Okay, maybe if you roll a successful save vs. plot, the elephant lets you ride it. What, you want it to attack for you now too? Come on, who's the Hero in this story, you or the elephant?
This is another reprint, an adventure of Speed Rush, Ace of the Private Sleuths, from Detective Picture Stories #2. He's a busy man on this page,
a) using his keen senses to spot the Morse code the window washer is using (2 in 6 chance to notice?),
b) dodging kerosene splashed at his eyes (I wouldn't let this do damage, but require a save vs. missiles to avoid being temporarily blinded -- plus the chance of being set on fire the following turn!),
c) performing a disarming attack, followed by a grappling attack (the later intended to do damage rather than establish a hold), and
d) an Editor might be justified in asking for an encounter reaction roll to convince the jeweler to take a $300,000 jewel out of his safe and run off with a private detective's that it's safe to do so.
Now, I don't know how Speed manages to snap his bonds here. A player with a Fighter is going to need some excuse to justify this, like a sharp object he could use to weaken his bonds with, or some such. I also would not allow, as a H&H character, for a thrown sack of cement to do damage to one opponent, and blind a second opponent in the same throw. There will just be times when we must choose not to emulate the comic books because it does not pass this fairness test: would the players be okay with this being used against them?
There's another one of those disarming shots.
And, incidentally, this J.M. Wilcox is really impressing me here with his dynamic panels and page layouts!
Well, it turns out that Speed's player came up with a rationale for being able to break his bonds after all!
Sometimes you might be tempted to offer a new type of lure to your players than financial reward. A possible cure for cancer -- who wouldn't go after that? Now, if your Heroes successfully retrieve it...you can play in an alternate timeline where cancer was cured in the 1930s, but other possibilities are that the possible cure winds up not working, or yields some results that will help create a cure decades from your campaign.
This is a reprinted story from Funny Picture Stories #4, and was one of Will Eisner's earliest stories in print. How exciting a comic book anthology featuring original stories by Will Everett, J.M. Wilcox, and Will Eisner would have been had Centaur only been able to afford it!
It's interesting, looking at reprints now, to find what stuff I missed the first time around that I read these for this blog. For instance, how is Fatts shooting that machine gun without help? Doesn't a machine gun need a second man to feed the ammo? I would actually rule that a 1st-level Fighter cannot run a machine gun alone, but a Superhero or a higher level Fighter can (this at least keeps machine guns out of the hands of most of your 1st level Heroes!).
When I last discussed this story in Western Picture Stories #1, I was convinced that H&H did not need parrying rules. Now I'm not so sure and would be open to more evidence from both sides.
(Scans courtesy of Digital Comic Museum)
Anyone wanting to use Hideouts & Hoodlums to run a Buck Rogers-like, or Skyrocket Steele-like, campaign could certainly do so. In many ways, the technology found in these future stories only mimics the technology of the times, but with some "flavor text" changes -- phones have built-in television screens, but still are not mobile, cars still transport you around, but they float above the ground and are called "skysters". Even trips to other worlds is really just travel between locations with a bit more flavor text than usual to it.
Other equipment is just mundane things with new names -- a range-scope instead of a telescope, or G-2 camera instead of just a camera. Only the Kodacon seems different, with its crystal ball-like appearance, but what it shows is nothing more than a series of networked cameras could have broadcast.
We haven't seen Brailey of the Tropics in awhile (actually, this is a reprinted story from Funny Picture Stories #1), but here he demonstrates that just about anything should trigger a morale save, even a flaming broom...
...but, eventually, even a generous Editor must put his foot down. You want to ride an elephant into combat? Okay, maybe if you roll a successful save vs. plot, the elephant lets you ride it. What, you want it to attack for you now too? Come on, who's the Hero in this story, you or the elephant?
This is another reprint, an adventure of Speed Rush, Ace of the Private Sleuths, from Detective Picture Stories #2. He's a busy man on this page,
a) using his keen senses to spot the Morse code the window washer is using (2 in 6 chance to notice?),
b) dodging kerosene splashed at his eyes (I wouldn't let this do damage, but require a save vs. missiles to avoid being temporarily blinded -- plus the chance of being set on fire the following turn!),
c) performing a disarming attack, followed by a grappling attack (the later intended to do damage rather than establish a hold), and
d) an Editor might be justified in asking for an encounter reaction roll to convince the jeweler to take a $300,000 jewel out of his safe and run off with a private detective's that it's safe to do so.
Now, I don't know how Speed manages to snap his bonds here. A player with a Fighter is going to need some excuse to justify this, like a sharp object he could use to weaken his bonds with, or some such. I also would not allow, as a H&H character, for a thrown sack of cement to do damage to one opponent, and blind a second opponent in the same throw. There will just be times when we must choose not to emulate the comic books because it does not pass this fairness test: would the players be okay with this being used against them?
There's another one of those disarming shots.
And, incidentally, this J.M. Wilcox is really impressing me here with his dynamic panels and page layouts!
Well, it turns out that Speed's player came up with a rationale for being able to break his bonds after all!
Sometimes you might be tempted to offer a new type of lure to your players than financial reward. A possible cure for cancer -- who wouldn't go after that? Now, if your Heroes successfully retrieve it...you can play in an alternate timeline where cancer was cured in the 1930s, but other possibilities are that the possible cure winds up not working, or yields some results that will help create a cure decades from your campaign.
This is a reprinted story from Funny Picture Stories #4, and was one of Will Eisner's earliest stories in print. How exciting a comic book anthology featuring original stories by Will Everett, J.M. Wilcox, and Will Eisner would have been had Centaur only been able to afford it!
It's interesting, looking at reprints now, to find what stuff I missed the first time around that I read these for this blog. For instance, how is Fatts shooting that machine gun without help? Doesn't a machine gun need a second man to feed the ammo? I would actually rule that a 1st-level Fighter cannot run a machine gun alone, but a Superhero or a higher level Fighter can (this at least keeps machine guns out of the hands of most of your 1st level Heroes!).
When I last discussed this story in Western Picture Stories #1, I was convinced that H&H did not need parrying rules. Now I'm not so sure and would be open to more evidence from both sides.
(Scans courtesy of Digital Comic Museum)
Labels:
Brailey of the Tropics,
Brothers 3,
disarming,
flavor text,
future,
game balance,
grappling,
keen senses,
morale,
saving throws,
Skyrocket Steele,
Speed Rush,
splash attacks,
technology,
trophies,
weapons
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