This is Richard of Warwick, possibly intended to be the real-life Richard Neville, 16th Earl of Warwick, but here is called The Golden Knight. It's telling that the Muslim knights are taking him prisoner, treating him well, and still all he wants to do is kill them all.
Ironically, one of the reasons I made Hideouts & Hoodlums is because I wanted to get away from RPGs where the main goal is always to kill your adversaries. Oh well...
If Richard was a Mysteryman this would be easy -- spend a stunt, instant arrow split! But The Golden Knight is obviously a fighter archetype, which means we are bound by the attack roll mechanic fighters have to follow.
Now, for hitting a bulls-eye, we could probably assign Armor Class values to the target based on the average probable chance of hitting the bulls-eye. Unfortunately, it's not easy finding an absolute average for that -- just too many variables. I've seen numbers for the probability of hitting a bulls-eye range everywhere from 1% to 36%. So let's go with the average of that and say 18.5%, and maybe we'll even round up to an even 20%. The AC that has an equivalent value for level 1 fighters is AC 2. Let's assume that is at short range.
How to account for splitting the arrow, as opposed to the second arrow just bouncing off? Let's assume the difficulty is just 5% worse for that, and drop the target's AC to 1. If someone then came along after Richard and wanted to split his arrow, they would have to hit AC 0.
Oh, and that feast? All I see is a bowl of fruit, so I don't think it's the "feast" that Richard finds so splendorous...
Despite a fair amount of historical bigotry, I can't help but like this feature. A major part of that is this girl, Lady Elissa. By coincidence, Ehlissa is a major character in my own webcomic, and I once ran a 10-year D&D campaign in the Land of Ahlissa (South Province).
This first panel is a little confusing. The "one blow" that "felled" that man did not knock him unconscious, because he's still talking. Was he knocked prone by the blow (which means we need a knock down rule for H&H?)? Was the "blow" a grappling attack?
Later, it looks like Richard killed the two guards. Is he making a cruel joke about them being "quiet for a long, long time"? Are they dead? Remember, at the normal mood setting for H&H campaigns, it is almost impossible for a Hero to accidentally kill someone, so these guards are unconscious -- unless the mood of the scenario is set to very dark.
This is Yank Wilson, Super Spy Q-4. The spy was an unpopular Hero class in 1st edition H&H and is unlikely to return in 2nd edition.
Besides the unusually distinctive artwork (comics.org says it's by Jack Parr, but I wonder if he was only inking Fine or Eisner?), I like this page for the unusually specific planning of the bad guys. We know they need 50 spies to work the plan. We know they need 100 tons of super-explosive -- which is scary, because this is what exploding 100 tons of TNT looks like. We know they plan to use "misleading and subversive propaganda to shatter public morale," 56 years before Fox News. And it's interesting how Count Lustig Von Blackgard either slips up, or mistakenly thinks the U.S. has a secret police as his own country does.
Now, despite all that elaborate planning, Count Von Blackgard went and spelled "sabotage" backwards as the name of his dummy company. Now, I am torn about this because, while it makes the villain seem like an idiot if the players figure it out too quickly, it also seems like the sort of puzzle that players will likely be able to solve on their own, and little is more frustrating for players than puzzles they cannot figure out.
I'm curious what "devious legal channels" it took to rent the office next to Egatobas', but I can imagine they had to use some sort of subterfuge to get the previous tenants to leave quickly and quietly.
Hmm, drugging bad guys with narcotics? A very rare, but not unprecedented move for a Hero in the Golden Age. At least it's just a sleeping drug; I would have to draw the line and forbid Heroes from using lethal drugs.
At this point in the scenario, Yank has little to do but coordinate. As players, it would be more fun for the players to control squads of the G-Men attacking the saboteurs at the docks. Given their love of bombs, I wonder if it would make more sense to stat the saboteurs as anarchists, rather than spies. To date, I have not seen anything distinctive about saboteurs to build their own mobster type/archetype around.
Fletcher Hanks' Space Smith faces Martian ogres, which I'm guessing are like normal fantasy ogres, except their number of appearing can be over 100, and they have their own spaceships.
(Scans courtesy of Comic Book Plus.)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label puzzles. Show all posts
Showing posts with label puzzles. Show all posts
Monday, May 28, 2018
Fantastic Comics #2 - pt. 3
Labels:
Armor Class,
bigotry,
drugs,
explosives,
Fighter,
Golden Knight,
history lesson,
killing,
mobsters,
number appearing,
prone,
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scenarios,
Space Smith,
Spy class,
tactics,
Yank Wilson
Wednesday, January 25, 2017
Keen Detective Funnies v. 2 #11
Back at Centaur, we rejoin the Masked Marvel as he climbs the side of a building and leaps from one building to another. They're pretty mild as superpowers go, not all that different from what a mysteryman could do with stunts.
Despite looking like an ordinary plane, the Masked Marvel's plane has VTOL capabilities.
Again, the Masked Marvel seems de-powered here, as he finishes a fantastic leap with a swing on a rope, as if he needed that to land safely (though maybe he just does it for a flourish to look cool).
His invention is an everlasting fire extinguisher (a handy trophy item, if not a tad bulky).
This is Dan Dennis, FBI. Dan's plan is to shut off all power in the city -- including to hospitals -- on the off chance that his hunch is right and the mad scientist is using his own power source. Asking the power company to do something like that for you is one of those things that should require a very high encounter reaction roll -- maybe an 11 or 12 on 2 dice.
This is from Dean Masters, D.A. -- though he's not actually here right now, as this is a long flashback scene involving the bad guy, here called a mad man. I've wrestled with how to stat madmen in Hideouts & Hoodlums, giving them multiple attacks in Supplement V. Here, madmen appear to just have better carrying capacity.
This is A Russell Granville Adventure, though it's not the adventure I'm interested in here, but that last panel and the discussion of air control in mines. Finally, I have an explanation for why multi-level hideouts will need pit traps, and furnaces and electric fans as well. These will need to be part of the dressing of large underground hideouts.
There's a surprising amount of interesting features on this page. There's the shaft to the surface with baskets of burning coal in them. There's the mystery of the odd crank piece and how it fits to a crane disguised in a chimney. There's the idle speculation about murderers using asbestos suits and gas masks -- well-equipped mobsters, as both have been trophy items on the lists since Book II.
There's a good amount of detection work in this story, and I'm not going to show you all of it, but I'm particularly impressed with Russell Granville here when the questions whether the reporters are real. Because, as a player, I might have suspected as well that this was a perfect opportunity for the Editor to introduce a twist in the story. Also, it's just a good idea for Heroes to fact check things they learn in-game -- not every character they meet is going to tell them honest information.
Pirates steal $15 million in gold from this ship -- pirates seem to be the most successful criminals in early comics.
The naval destroyer has a "sonic detector" on board -- another term that would have predated Radar.
This is Dean Denton, by the way.
Language, Dean! But, really, did you fail to search your arch-nemesis upon capturing him? Did you let your Editor have his own characters do it, knowing that he could have fudged search dice rolls, or hand-waved rolling altogether?
And just how did the Conqueror have paralyzing gas concealed on his person? Concealed capsules? There's a paralyzing raygun in the trophy section, and sleeping gas capsules, but nothing yet that combines the two...
(Scans courtesy of Digital Comic Museum)
Despite looking like an ordinary plane, the Masked Marvel's plane has VTOL capabilities.
Again, the Masked Marvel seems de-powered here, as he finishes a fantastic leap with a swing on a rope, as if he needed that to land safely (though maybe he just does it for a flourish to look cool).
His invention is an everlasting fire extinguisher (a handy trophy item, if not a tad bulky).
This is Dan Dennis, FBI. Dan's plan is to shut off all power in the city -- including to hospitals -- on the off chance that his hunch is right and the mad scientist is using his own power source. Asking the power company to do something like that for you is one of those things that should require a very high encounter reaction roll -- maybe an 11 or 12 on 2 dice.
This is from Dean Masters, D.A. -- though he's not actually here right now, as this is a long flashback scene involving the bad guy, here called a mad man. I've wrestled with how to stat madmen in Hideouts & Hoodlums, giving them multiple attacks in Supplement V. Here, madmen appear to just have better carrying capacity.
This is A Russell Granville Adventure, though it's not the adventure I'm interested in here, but that last panel and the discussion of air control in mines. Finally, I have an explanation for why multi-level hideouts will need pit traps, and furnaces and electric fans as well. These will need to be part of the dressing of large underground hideouts.
There's a surprising amount of interesting features on this page. There's the shaft to the surface with baskets of burning coal in them. There's the mystery of the odd crank piece and how it fits to a crane disguised in a chimney. There's the idle speculation about murderers using asbestos suits and gas masks -- well-equipped mobsters, as both have been trophy items on the lists since Book II.
There's a good amount of detection work in this story, and I'm not going to show you all of it, but I'm particularly impressed with Russell Granville here when the questions whether the reporters are real. Because, as a player, I might have suspected as well that this was a perfect opportunity for the Editor to introduce a twist in the story. Also, it's just a good idea for Heroes to fact check things they learn in-game -- not every character they meet is going to tell them honest information.
Pirates steal $15 million in gold from this ship -- pirates seem to be the most successful criminals in early comics.
The naval destroyer has a "sonic detector" on board -- another term that would have predated Radar.
This is Dean Denton, by the way.
Language, Dean! But, really, did you fail to search your arch-nemesis upon capturing him? Did you let your Editor have his own characters do it, knowing that he could have fudged search dice rolls, or hand-waved rolling altogether?
And just how did the Conqueror have paralyzing gas concealed on his person? Concealed capsules? There's a paralyzing raygun in the trophy section, and sleeping gas capsules, but nothing yet that combines the two...
(Scans courtesy of Digital Comic Museum)
Labels:
Dan Dennis,
Dean Denton,
Dean Masters,
dressing,
encounter reactions,
hideouts,
Masked Marvel,
mobsters,
new trophies,
player tips,
powers,
puzzles,
Russell Granville,
stunts,
transportation,
trophies
Tuesday, September 13, 2016
Feature Comics #23 - pt. 1
My poor eyes! The Charlie Chan feature debuting in this issue has 20+ small panels per page.
Searching a small room normally takes 10 minutes for one search check, so Charlie is being quite thorough here.
Heroes can apparently try to force a lock however many times they need to.
A dark light camera -- able to take pictures in the dark, or through opaque objects -- would be a trophy item.
I thought the solution to the puzzle was clever, and not impossible to solve (though I'd probably have
to give my players a clue or two).
I was also unaware of that trivia about how the Bank of England is said as if plural in England. A curious people, the English.
This puzzle just isn't obvious enough -- players would need some clue that there's a message hidden in the letter, if not actually told to think of it as a word find puzzle.
Here's something you don't see every day -- an exciting stunt being performed entirely off-panel. The deadstick stunt is good for silent landings.
If you're playing a Detective -- or a non-combat-oriented character concept -- make sure you have a fighter among your loyal supporting cast.
If Heroes find a plane sitting out, they should probably have to save vs. plot to find the distributor head not removed (apparently this was the equivalent of leaving your car doors locked).
This is Gallant Knight, and this is a trick best used sparingly by the Editor, or players won't trust guides anymore.
The Gallant Knight is either an amazing tracker or supremely confident -- he can find one man's tracks among all those hoof prints, and knows exactly who they belong to?
I do like the idea that the forest is so maze-like that the Heroes need a guide to get them through it quickly.
$29 for a boy's bicycle (I assume a very nice one).
The Clock Strikes illustrates that, just because someone is in your supporting cast, doesn't mean they'll do everything you want them to. Here, Brian (The Clock) has to try to convince the police chief to let him come along to see a crime scene, but botches his reaction roll and gets told no.
This could be a deliberate reaction to the first Bat-Man story, and how easily Bruce Wayne got to go along with Commissioner Gordon to a crime scene. George Brunner did keep his eye on the emerging superhero genre and tended to be fairly critical of its authors (wait until we get to his Superman parody story).
(Scans courtesy of Comic Book Plus)
Searching a small room normally takes 10 minutes for one search check, so Charlie is being quite thorough here.
Heroes can apparently try to force a lock however many times they need to.
A dark light camera -- able to take pictures in the dark, or through opaque objects -- would be a trophy item.
to give my players a clue or two).
I was also unaware of that trivia about how the Bank of England is said as if plural in England. A curious people, the English.
This puzzle just isn't obvious enough -- players would need some clue that there's a message hidden in the letter, if not actually told to think of it as a word find puzzle.
Here's something you don't see every day -- an exciting stunt being performed entirely off-panel. The deadstick stunt is good for silent landings.
If you're playing a Detective -- or a non-combat-oriented character concept -- make sure you have a fighter among your loyal supporting cast.
If Heroes find a plane sitting out, they should probably have to save vs. plot to find the distributor head not removed (apparently this was the equivalent of leaving your car doors locked).
This is Gallant Knight, and this is a trick best used sparingly by the Editor, or players won't trust guides anymore.
The Gallant Knight is either an amazing tracker or supremely confident -- he can find one man's tracks among all those hoof prints, and knows exactly who they belong to?
I do like the idea that the forest is so maze-like that the Heroes need a guide to get them through it quickly.
$29 for a boy's bicycle (I assume a very nice one).
The Clock Strikes illustrates that, just because someone is in your supporting cast, doesn't mean they'll do everything you want them to. Here, Brian (The Clock) has to try to convince the police chief to let him come along to see a crime scene, but botches his reaction roll and gets told no.
This could be a deliberate reaction to the first Bat-Man story, and how easily Bruce Wayne got to go along with Commissioner Gordon to a crime scene. George Brunner did keep his eye on the emerging superhero genre and tended to be fairly critical of its authors (wait until we get to his Superman parody story).
(Scans courtesy of Comic Book Plus)
Labels:
Charlie Chan,
Clock,
Editor's tips,
encounter reactions,
Gallant Knight,
new trophies,
player tips,
prices,
puzzles,
saving throws,
searching,
skills,
stunts,
Supporting Cast Members,
Toddy,
tracking
Sunday, June 12, 2016
Adventure Comics #38
Yesterday, I was wondering if surprise should not offer more advantages game mechanics-wise. In "The Original Game" that inspires Hideouts & Hoodlums, the side that has surprise before combat not only gets a free turn to act, but goes first in the next turn of combat. I always thought that was inherently unfair, though, and everyone should have the chance to have the advantage of going first, each turn. But...I am seeing an awful lot of evidence in the comic books of surprise giving Heroes big advantages.
Take, for instance, Inspector Kent of Scotland Yard. In this issue, Kent charges through a secret door, sees the secret plans on the table, runs up, grabs the secret plans, and runs back out through the secret door before anyone can stop him. I don't think all of that should happen in just a surprise turn, but even if Kent has the initiative on the following turn, I'm surprised none of the spies at the table get free back attacks on him when he turns to run.
Tod Hunter has the spell Phantasmal Force/Silent Image cast at him, but sees through it (got a save vs. spells to disbelieve) because the bowmen firing arrows at him make no sound. Without resolving this storyline, the wizard simply disappears and Tod leaves to go exploring elsewhere. He finds a wanted poster that mentions rape, the first time this subject is ever addressed in a comic book. At the end of the story Tod is shot -- and is never seen again! Tod Hunter is not the first Hero to have his series canceled in comic book history, but he is the first one to apparently die in his last appearance.
District Attorney Steve Malone is handy in a scenario without being present; he tracks reports of fleeing armored truck robbers by radio, compares them on a map, and tries to predict where they are heading next. This could be a good puzzle for H&H players to try and solve (particularly if there is no wrong answer and the bad guys head where ever the players guess).
Captain Desmo's player might be calling shenanigans in this story -- Desmo and Gabby come across Tartar warriors raiding a village and drive them off. Before the warriors all leave, though, some of them somehow managed to get behind Desmo and snatch Marie, one of his new traveling companions. It's a plot device, clearly, but did not need to be. The Editor could have mapped out the scene, placed all the combatants and noncombatants on the map, and made it clear that Desmo had the double priorities of defending the villagers and his own supporting cast. Could Desmo keep from being outflanked?
Tom Brent is in trouble when he is captured by mobster Vic Gano, but Tom talks his way out of it, pretending to want to join Vic's operation, and thereby gets a new encounter reaction roll out of it, modified by Tom's Charisma.
Vic takes Tom to Vic's boss, or at least a swank apartment where a woman speaks to Vic through a wall. Now, Tom could probably follow up on any number of clues at this point, like finding out who owns that apartment, but Tom chooses instead to get invited to a swank party that night, figuring anyone with that swank an apartment would be invited to it. And turns out to be right!
Skip Schuyler is also captured, but in his case he's tied to a chair and whipped until he has scars on his face. Although rare in comics, maybe there is starting to be some evidence here that there should be a small chance of permanent scarring on Heroes.
Anchors Aweigh reminds us of another use for flashlights: sending Morse code messages to each other (and every Hero seems to know Morse code!).
(Summaries read at DC Wikia)
Take, for instance, Inspector Kent of Scotland Yard. In this issue, Kent charges through a secret door, sees the secret plans on the table, runs up, grabs the secret plans, and runs back out through the secret door before anyone can stop him. I don't think all of that should happen in just a surprise turn, but even if Kent has the initiative on the following turn, I'm surprised none of the spies at the table get free back attacks on him when he turns to run.
Tod Hunter has the spell Phantasmal Force/Silent Image cast at him, but sees through it (got a save vs. spells to disbelieve) because the bowmen firing arrows at him make no sound. Without resolving this storyline, the wizard simply disappears and Tod leaves to go exploring elsewhere. He finds a wanted poster that mentions rape, the first time this subject is ever addressed in a comic book. At the end of the story Tod is shot -- and is never seen again! Tod Hunter is not the first Hero to have his series canceled in comic book history, but he is the first one to apparently die in his last appearance.
District Attorney Steve Malone is handy in a scenario without being present; he tracks reports of fleeing armored truck robbers by radio, compares them on a map, and tries to predict where they are heading next. This could be a good puzzle for H&H players to try and solve (particularly if there is no wrong answer and the bad guys head where ever the players guess).
Captain Desmo's player might be calling shenanigans in this story -- Desmo and Gabby come across Tartar warriors raiding a village and drive them off. Before the warriors all leave, though, some of them somehow managed to get behind Desmo and snatch Marie, one of his new traveling companions. It's a plot device, clearly, but did not need to be. The Editor could have mapped out the scene, placed all the combatants and noncombatants on the map, and made it clear that Desmo had the double priorities of defending the villagers and his own supporting cast. Could Desmo keep from being outflanked?
Tom Brent is in trouble when he is captured by mobster Vic Gano, but Tom talks his way out of it, pretending to want to join Vic's operation, and thereby gets a new encounter reaction roll out of it, modified by Tom's Charisma.
Vic takes Tom to Vic's boss, or at least a swank apartment where a woman speaks to Vic through a wall. Now, Tom could probably follow up on any number of clues at this point, like finding out who owns that apartment, but Tom chooses instead to get invited to a swank party that night, figuring anyone with that swank an apartment would be invited to it. And turns out to be right!
Skip Schuyler is also captured, but in his case he's tied to a chair and whipped until he has scars on his face. Although rare in comics, maybe there is starting to be some evidence here that there should be a small chance of permanent scarring on Heroes.
Anchors Aweigh reminds us of another use for flashlights: sending Morse code messages to each other (and every Hero seems to know Morse code!).
(Summaries read at DC Wikia)
Labels:
Anchors Aweigh,
Captain Desmo,
clues,
encounter reactions,
injuries,
Inspector Kent,
languages,
player tips,
puzzles,
saving throws,
scenarios,
Skip Schuyler,
spells,
Steve Malone,
surprise,
Tod Hunter,
Tom Brent
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.)
Labels:
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