Showing posts with label starting money. Show all posts
Showing posts with label starting money. Show all posts

Saturday, April 9, 2022

Thrilling Comics #3 - pt. 1

It's no Multiverse of Madness, but on this Dr. Strange adventure we get a trip to the Orient. Or at least as far as Chinatown, so far. Is this page worth sharing? I thought it noteworthy for three things. One, "plans for canal fortifications" felt like such a welcome relief from the upteenth adventure to revolve around a stratoplane or a new type of torpedo. Two, there's the interesting distinction between Chinese and Manchurian. Although we think of Manchuria as part of China today, and it was pretty much assimilated by China long before 1940, throughout most of the 1930s Manchuria had been conquered and "liberated" by Japan. Three, most heroes' contacts in Chinatown are "respectable" businessmen who turn out to be criminals, but this story skips over all that and reveals this guy Fang as a gang leader from the start. This is better (and less racist), as it frees up the rest of Chinatown to be represented by real respectable businessmen. 


That's got to be pretty embarrassing, falling for the ol' go-in-first-while-I-lock-the-door-behind-you trick. Almost as embarrassing as the collection of racist cliches in panel 3! But even that may pale in comparison to how incredibly dorky Doc looks in panel 4, with his incredibly misshapen shoulder, Don King hairstyle, and his short pants that barely reach his socks.   

That is a lot of attackers coming at Doc, but he does have a tactical advantage of bottlenecking them on the same side of the railing. 

More interesting to me is the last panel, with all the hideout dressing in the corner. There's a box, a pail, a coffer, a barrel, a chest, a...couch? A drip pan for oil changes? It's harder to tell with the smaller objects.

Trap doors with slides to lower levels? How D&D-like! A room filled with coffins? Also D&D-like! We only differ when the action moves away from the hideout to a new locale -- though cargo ships can also be hideouts!




I'm pretty sure Doc just killed four men with his Raise Elephant power. 

He could have wrapped up the adventure right there by capturing the men on the ship and learning from them who they worked for, but instead he inexplicably leaves the scene to go talk to someone, so the ship can slip away in his absence, and then has to get lucky trying to find it again. He can't track over water, so this is just a question of a lucky wandering encounter, and/or the Editor just being nice. 

Doc is pretty rich, owning a yacht and a plane already. We've talked many times about brevet ranks for this game. Do we need to start talking about ...brevet starting money?

Doc is lucky that plane isn't a rental!

There isn't any mechanic that would determine if your foot catches in something, so that's simply Editor's Fiat.

Kicking a plane out of the water...hmm. I'm tempted to say that's Extend Missile Range with several Roman numerals after it...but since it isn't used for combat, this could just be flavor text. 

More important is the following panel. How far can a superhero swim? Non-superhumans have swam over 100 miles without stopping, so the fact that Doc swam 30 isn't that impressive. Maybe it's the speed that he swam it? But that could be measured easily with a Race the- power. Anyway, back to my original question...I'm going to say that H&H Heroes can swim 1-6 miles per point of Constitution they have.

Hoo-hum, the old cliche of the warship disguised as a tramp! 

Shielding himself from fire is easy, that's just the power Fire Resistance at work. But shielding or blocking someone else with his own body...that requires a different mechanic, one that is universal in application and not specific to a certain power -- since there are many circumstances in a H&H game when the Heroes might need to shield people.

I am reminded of a recent time I ran Monsters!Monsters!, the Tunnels & Trolls variant where you play the monsters. In it, the only game mechanic outside of combat was saving throws. Need to hide? Make a saving throw! Trying to duck behind cover? Make a saving throw! Shield someone with your body? Oh! Hmm...



There's some insidious history alteration going on here I should point out. Kachukuo isn't a real place, but it looks like it's based on Manchukuo. Yes, Manchukuo had a ruthless dictator, but that dictator was Japanese, not Manchurian, and he was Hirohito -- Manchukuo was a puppet state created in Manchuria by their Japanese "liberator"/conquerors, as I alluded to at the beginning of this post. Suggesting that the Manchurians themselves were the bad guys suggests Japanese sympathies which surely evaporated in December 1941.
 
Besides that, there's a rare (at this point) example of a superhero punching a villain upwards into the air. The H&H mechanics deal with converting damage into feet pushed at a 1:1' ratio, but if that should be modified to account for gravity, I haven't done so yet - nor will likely do, honestly; sometimes realism just robs us of chances to have fun.  

The old man being attacked feels like a wandering encounter, while the twist of the "main bad guy" being so civil is refreshing, even if he's just being civil in a Bond villain-way.
Doing random good deeds have a way of coming back to help Heroes later, like how the old man knows a secret entrance. It would have been nice to see how the secret door operated! We do get some nice hideout dressing, with the carved pillars, and the closing walls trap is a classic. 
 
I think it's interesting how there's guards stationed at the secret entrance. I guess Kong doesn't like to take any chances? Or perhaps they too were just wandering encounters, heading back to their guard station.
 
It's interesting that Kong is so sure this cage will work when he knows Doc just busted through a stone wall. I wonder what the bars are made out of/what they were treated with? 

I also like the prismatic raygun, each color having a different power. This one is quite powerful - not for the charm ray, but the raise dead ray.

(Scans courtesy of Digital Comic Museum.)
 







 

Wednesday, August 28, 2019

Rocket Comics #1 - pt. 2

We're still looking at the first comic book of March 1940, from Hillman!

Hurricane Hart, High Seas Hellion, is noteworthy because of this note, or more specifically the riddle on it. My players have always hated riddles, and they wouldn't like this one any better.  Indeed, I doubt many of them would have figured this one out.
Spoilers abound on this page for the riddle.

---
Also note that, in Hideouts & Hoodlums terms, the monetary value in that treasure chest probably just bumped Hart up a level.
More riddle spoilers. The tide was so strong, it pulled his pants off between panels 1 and 3!
Moving on to the next story, this is Red Robert, the Electro Man. This guy kind of resembles Spider-Man's future foe, Electro too, though Red completely foregoes any kind of costume, and the Marvel comics version was over-the-top gaudy (in a good way).

Red is more powerful than Marvel's future Electro too, as in addition to (in H&H terms) Get Tough and wrecking things, Red can turn into electricity and travel through power lines, via the high-level power Teleport through Focus (more like DC's future Atom). Electro Man must be buffed a lot of brevet ranks.










Although buffed to the gills with brevet rank-enabled powers, Red is still a starting-level Hero and has starting-level funds; hence, his needing to borrow a car from his sister. And why would someone who can effectively teleport through power lines need to borrow a car? Because his H&H player wants to conserve his high-but-still-limited number of powers he can use per day for the big fights ahead.

Panel 4 is very confusing, as if panels are missing Where did that paper come from and what does it have to do with being too afraid to fight?

The villains' hideout just happens to be stocked with a vacuum-bell-drops-from-the-ceiling trap. Very dangerous, as long as one of the Heroes happens to step in just the right 5' x 5' square and -- oops, hasn't already demonstrated the ability to wreck things.

I need an invisibility power for superheroes besides Invisibly Fast...

Jumping ahead, this is The Steel Shark, which is the name of the villain, while the Hero is Lt. Dick Jones. You know you're dealing with a villainous mysteryman when they have a signature move like leaving a submarine-shape cut where they hit you.

Comics.org lists "?" for artist on this story, but I'll be darned if this doesn't look like our old friend John Paterson, so prolific at Centaur back in '38.

Bear in mind this was a coded message that's already been decoded; the decoders bothered leaving the "stop" words used in telegrams, instead of just writing periods.

I wonder if we should have a mobstertype called a suicide jockey -- a mobster who's not particularly tough, but never needs to check morale and will kill himself in the most spectacular way possible at the first sign of trouble.

(Scans courtesy of Comic Book Plus.)

Friday, November 16, 2018

War Comics #1 - pt. 3

The artist on Danny Dash was Erwin Hess; I've never seen that name before, but I'm impressed by his atmospheric work here. And that castle would feel right at home in a D&D game!
Burnt or torn maps are great because you can leave just as much information on them as you want your players to have. In this case, the map is so partial that it could be a map or it could be some sort of runes. Keep your players guessing for hours!
Interesting twist! After establishing a lot of realism, the story veers into Don Dixon territory with a secret race of gray men attacking. Like with Don Dixon, I don't intend to stat hidden races separately if they don't do anything special.
Here we have a scientist who gets to start off with a trophy item...or do we? Because I could also stat Peace Raider as a superhero, and voracetite is just flavor text for his wrecking ability.

Or is Peace Raider a mysteryman? He seems awful sure of his knowledge of wind velocities and currents, considering that he only has a 2 in 6 chance at best according to the skill system in Hideouts & Hoodlums, but could have (a limited number of) automatic successes as a mysteryman.

Remember, if you do have small trophy items that you need to keep concealed, shaving cream bottles are good hiding places -- and prison guards will just let you have them!


If you have Lawful Alignment, you can still bust out of jail, so long as you leave a note explaining why for your jailers.

This adventure could have ended on this page if Peace Raider had landed on those spikes. Rather than just hand-wave this, I would want the player to save vs. science to avoid hitting the top of the wall. Swinging into the spikes would do at least 1-4 points of damage.

The wall must not be very tall, as that does not look like a jumping pose that would end in a safe landing. Maybe his pals have a trampoline in front of them beneath the panel?

It also seems a bit suspicious that his pals just happen to be standing outside that wall of the prison at the exact moment he escapes. That's more than a wandering encounter; that was a freebie from the Editor.
So, Peace Raider has all the resources of Doc Savage now. You'd think he could have afforded good lawyers before this all started!

Stories like this are why I had to include the exploding die mechanic in H&H, just for starting money. You're probably never going to generate a character who starts as rich as this, but at least now it's possible.

Like the filler on planes in my pt. 1 post, this filler page has some interesting and potentially useful sub info.


(Scans courtesy of Comic Book Plus.)