Wednesday, June 5, 2019

Top-Notch Comics #3 - pt. 1

Returning to MLJ after a long time away, we find the Wizard (currently guest-starring in my home campaign!) on a new adventure.

We learn that his supercharged speedster can go 200 MPH and stop on a dime.

It's unclear how the Wizard stores Secret Formula F22X on his person; it's clearly not in a metal container.
It is winter when this story takes place, so the blizzard kind of makes sense.

Sparks from the exhaust setting the plane on fire is another complication to add to a random table.

An H2-Vx-O Ray that makes rain is a pretty specific trophy item. The funny/not-funny thing about this is that a nerve gas called VX will be developed over 10 years later.
Here's another really specific trophy item -- the dynamagnosaw ray projector can be used for wrecking things at range -- but only wires.

The Wizard's photographic mind works like a Danger Sense, which needs to become a superhero power that keeps you from being surprised for the duration.
Balloon capes are a minor trophy item that allow someone a chance to fall safely, as if with the Feather Landing power, but also with a chance of the cape tearing and becoming useless.

That leap looks like the Leap I power, since the plane comes down so low. Of course, planes will always have to fly down low when Heroes are ground-based.


Ethyl Formula 2X-Y-BZ would be a consumable trophy only consumable by vehicles, and would allow them to act as if Hasted (by the spell) for a limited duration.

Now this tactic is ...let's say unusually described here. It seems clear to me that the Wizard is using Sean Connery's tactic from Indiana Jones and the Last Crusade where he gets the birds flying in order to blind the pilot with dead birds. It's a gruesome tactic, and one the editor seems to have shied away from, explaining in the narration that the pilots are so stupid that they can mistake geese for planes.

Considering how violent some other MLJ titles will be in the near future, it seems odd that they shied away from violence here.
I don't have a lot to say about this page, except that I seemed to be particularly slow on the uptake with this story; it was not until this page that I realized "Borental" means Japanese. The artist even cleverly substituted the red circles on their wings for yellow triangles.
That the Wizard is unharmed by the explosion -- not only unharmed, but his cape isn't even torn! -- leads me to think he is defensively buffed with one of the higher level powers, like Imperviousness, here.

I do not recommend to my players that they try sitting on the broken off tail end of planes and trying to bring them in for safe landings by tugging on cords attached to the tail rudders; I'm pretty sure I'm going to be inflicting some falling damage regardless, unless he's using the Feather Landing power here.

Look at that, a Hero using quicksand to his advantage!  
Oops, the quicksand was dangerous to both sides! I guess there was a chance (2 in 6, or better?) of walking into quicksand anywhere in that area.

The high speed propulsion gun allows him to levitate, or is flavor text for the Levitate power.

The avalanche is caused by rocking things. Ha, honest typo -- I meant wrecking things!
That was it for the Wizard. Now I'm going to leave you with just a taste of Dick Storm, the Hero with the worst or the best name for a comic book character, depending on how seriously you take these things.

Dick here uses tactics, trying to turn his enemies against each other. H&H module RT1 Palace of the Vamp Queen is set up for that, with two warring factions of brigands controlling opposing sides of the building -- but I never did get players interested in pitting one side against the other.

(Scans courtesy of Digital Comic Museum.)

Sunday, June 2, 2019

Science Comics #1 - pt. 4

I have a few more unimpressive pages of this issue left to share. This page of Dr. Doom features Jan and Wanda discovering that the shrink ray used on them had a limited duration, but before they return to normal size they encounter an ordinary crab and -- well, I can tell you that I would not want to encounter a crab anywhere near that large. From the scale of it, it looks like it would be 30' in diameter compared to them if they were regular size.
I'll give them this: Navy Jones is a clever name for an adventure feature. But this artwork is dismal and those fish-men look cartoonish in the worst way. By "fish-men" we might be supposed to be thinking of Namor's mermen, as they have an underground city somewhat similar, and fish-men are usually primitive in other comic books.
You wouldn't expect this, but apparently you can hurl rocks -- okay, coral -- underwater just as effectively as above water.
This turns out to be Navy Jones' origin story, as instead of a human fighter he's now a merman thanks to surgery. Mermen are the only class that can be half-human and still gain full racial benefits. 

I've talked about Heroes using living shields before, so I'll just point out that Navy seems to be using the Extend Missile Range I power, which makes him a merman superhero, and our second after Namor.

(Scans courtesy of Comic Book Plus.)

Thursday, May 30, 2019

Science Comics #1 - pt. 3

Still plowing through the inaugural issue of Science Comics and...boy, this is becoming a tougher and tougher read! I think Electro was the best thing they had ready and quickly whipped up a bunch of sci fi filler to go around it.

Case in point, Cosmic Carson, with its near empty rooms on this page, and its almost entirely empty three panels on the last page.

That said, I do like the symmetry of that last wide panel on this page, and an empty entrance hall with a single guard manning a machine gun...well, it has merits for hideout design.
 ...As does this "acid well." I'm not sure what you would use an acid well for, but it's an interesting detail, and could make for a potent trap too.
Here we have another interplanetary adventure taking place in the future of the year 2000. It's adorable how confident we used to be in the march of progress.

The Interplanetary Transport Company reminds me of Futurama. But what, do you suppose, does it mean by "air routes?" Surely this author doesn't think there's air in space? If you can call fighters "space fighters" (which is what the class Fighter should be called in a sci-fi campaign, by the way!), then you should be able to figure out to call them "space routes."
Although the slavers are an intergalactic threat, with a base on Saturn, they look disappointingly like ordinary humans.

But there's something much fisher going on here -- if Payne is going from Earth to the Moon to refuel, how on Earth (*ahem*) does the slave ship get to the Moon just minutes later? Distances make no sense in these early comics. I'm not sure how to emulate that in Hideouts & Hoodlums, but I'm also not sure I care to.
Marga the Panther Woman is a weird one. At times looking like a Sheena rip-off, Marga is a woman in the future endowed with panther-like fighting ability by a mad scientist. After the scientist kills himself, Marga escapes and goes on this little mini-rampage, killing that poor little tiger with her claws.

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A long time ago, a suggested race for H&H was the beastman, but I never had good examples of them in comic books. Marga is the perfect example, though, and we see how beastmen would have a short list of mutations to choose from, like how she gets claws.
"Protective current" isn't clearly defined here, but probably means an electric forcefield that either greatly enhances Armor Class or buffs the ship with a defensive power, as if it was a superhero.

Although these look like spaceships, their portholes and glass cockpits and holes in the walls serving as gun ports suggest these planes fly around at lower altitudes than would require pressurization.
Now this is Dr. Doom -- but neither the Fantastic Four villain nor the International Spy we've seen reprinted in earlier comic books. This Dr. Doom is an old man/mad scientist with assistants (finally found some art for that mobstertype I can use!) and they live on some kind of colony world where there are some other humans, but so few that the assistants have to go looking for them.

Jan Swift (descendant of Tom Swift?) and Wanda are explorers in the D&D sense -- they just seem to be randomly wandering and looking for experience, instead of working for someone or towards some specific goal.

One of the two assistants has a paralysis raygun that turns the tide for them.
I believe it was Dragon magazine #111 that had a great article statting real world microscopic monsters that you could either enlarge to giant size, or shrink the characters down to microscopic size so they can encounter them.

You can see Dr. Doom's shrink ray is slow enough that Jan can be picked up with tweezers while still 2 inches tall.
It would be interesting to research how many microscopic organisms were identified before 1940 -- probably not many, admittedly, as this was a few years before the electron microscope was invented. This artist didn't do any research on that, but just made up some bizarre bird-fish, regular fish, and a "giant ameoba" (amoeba) that looks more like a donut-headed snake.

(Scans courtesy of Comic Book Plus.)

Monday, May 27, 2019

Science Comics #1 - pt. 2

It's likely that Electro is expending the new power, Light, again. The light generated by the power can be set motionless and does not need to follow the superhero. Plus, in rest turns, the light spell will likely last for many hours.

Restoring power to the power plant, though...that might be a different power entirely. The 5th-level power Control Electricity (from Supplement I: National) might be able to cause this effect, at the Editor's discretion. Or maybe it's some lower level power, like "Recharge."

Then he hits five spies with a lightning bolt. Note the lightning bolt does not appear to need to emerge in a straight line from him, but strikes in a straight line perpendicular to him, passing through the conveniently lined up spies.
There's that Recharge power again? We also need a power that duplicates the effect of those rayguns we keep seeing that stall all mechanical engines. Maybe Stall Motor can affect one plane per level of the superhero?
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It should come as no shock that there is no town of Summerville within 20 miles of Washington, D.C., though there is a Springfield, Virginia, and a Silver Spring, Maryland, both representing a close season.

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Electro uses wrecking things on the door. He does not need to use the Wreck at Range power to shoot electricity at the door; since there would be nothing stopping him from stepping up to the door, the ray emanating from his forehead is pure flavor text.
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Since it is unlikely that a "little cottage" has a "huge, central hall" in it, it seems to be implied that Electro is exploring an underground hideout, which is very much in keeping with our game.

I'm not sure how this switch is going to cripple five dams in different locations all at the same time. Maybe it will signal saboteurs in each area?

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Electro uses Hold Person and then Protection from Missiles, followed by what appears to be a higher-level version of Hold Person (Hold Person II?) that can paralyze up to six people -- although, since he's able to compel them to answer questions, this is more like the spell Hypnotic Pattern.



And here Electro seems to be casting Cure Light Wounds -- Electro is actually a Magic-User/Superhero (which explains how he had Light prepared before).
This power was something I already needed to work on for my upcoming high-level campaign, because Green Lantern also uses this Mass Flight power (by 1950, anyway). Bonus content follows:


Spells
Seventh Level
Mass Flight: The magic-user can move in any direction through the air at a movement speed of 192 (93 through water), and can by the same power move up to 1,100 lbs. of cargo with at the same speed, or up to six other people if they remain motionless (either willingly or forced into motionless, say by a Hold Person spell). Anyone else can try to opt out of being transported by making a saving throw vs. spells, but any modified saving roll still less than 20 results in the victim being moved 10-40’ per number of the result below 20 (falling damage may ensue). Duration: 1 turn per 2 levels. Examples: Science Comics #1, All-Star Comics #52.

So now the last issue is, how many brevet ranks is Electro boosted? Because he's clearly not a 1st level Hero. He must be an 8th level Superhero/15th level Magic-User (that's some lop-sided XP distribution!).  So, not as ridiculously powerful as Stardust, but still brokenly powerful, and not one campaign friendly.

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Moving on quickly now, we check in on the next feature, Cosmic Carson.

And I share this page, not because the idea of aliens populating our solar system is that new -- and definitely not because "Fang Men of Jupiter" are so new they deserve statting -- but I did want to point out another staple of the early science fiction genre, that imagined there would be unique elements on other
worlds -- unique elements which can serve as treasure, or power trophy devices.

Although visually exciting to see rocket ships blasting out of the roof of a building, one has to wonder about the grasp of science that would lead someone to think this would not blast the whole building into scrap.

Coupled with this is either the inability or the patience to deal with the vast size of space. Even if the ship traveling from Mars to Earth was passing by at the upper edge of the atmosphere, it would take these rocket ships so long to reach it that it would probably pass them by -- unless we imagine some fantasy propellant that is not only non-destructive, but faster than any modern mode of travel known to us.

And I haven't even brought up yet -- where is this pirate base?
surely not on Jupiter, or it wouldn't be anywhere near the shipping lane between Earth and Mars. Maybe it's based on an asteroid...?

I share this page mainly for the overhead map showing us the layout of the pirate base, as well as demonstrating the VTOL capabilities of the pirate rockets.

Also, that these reinforcements are able to reach the battle in the span of combat turns just reinforces how fantastically fast they must be.

(Scans courtesy of Comic Book Plus.)

Thursday, May 23, 2019

Science Comics #1 - pt. 1

This is an exciting day for me; in the past, I have been reading comic books where I was familiar with at least one character from every issue, but now we finally reach Fox's Science Comics, I title I have never sampled before, with forgotten heroes I've never read and, in some cases, never even seen pictures of before!

But, I think I will ultimately wind up feeling disappointed instead of feeling like I've found hidden gems. Because we're starting with the Eagle, a character whose artificial wings make him look more like a hummingbird than an eagle.

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Game mechanics: The Eagle's player will not need to keep a running tally of how much anti-gravitation fluid he has left, as I suspect this is just flavor text explaining how his flight powers work.
As I showed an example of a Supporting Cast Member being used well yesterday (emergency evacuation from a hideout), today we have another good use of one, as a plot hook collector/dispenser.
Here is a clear example of a wandering encounter; something uncommon in normally tightly plotted eight-page adventures. I can't even say that's an example of a drunken hoodlum in the car; the situation as a whole, more so than the occupant, is what the Hero can choose to deal with.
Here the Eagle makes an unusual choice. He could have tried just following the car from the air -- unless his flight power is so slow that he cannot keep up with a car in city traffic. Instead, he decides to target just one mobster and force information out of him. Now, perhaps he chooses this method just to get a feel for the opposition first. If the hoodlum blows his morale save immediately, chances are the Eagle is going to be facing some very low Hit Die mobsters. This could be especially important in a "sandbox" campaign setting where the hideouts of various challenge levels are all preset and the players won't know which are which.


I included this page, not to ridicule it (though it may be deserving), but to discuss old school maps and the scale of hideouts. Bear in mind that, to keep the aesthetic of old school D&D maps, many rooms in the hideout are going to be 20' x 20' at the smallest, and many 30' x 30' or even 40' x 40'. These larger rooms give you a lot more leeway to stage encounters in -- as you see here -- even though the room dimensions are not realistic.

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And now we move on already to the second feature, Electro! This superhero is tied with Timely Comics' robot Electro, who also debuts this same month, and waayy before the Spider-Man villain. 

Here we quickly get his origin story -- Jim Andrews is electrocuted, but instead of killing him he gets superpowers. Right off the bat, he's lifting heavy machinery that looks heavier than a car -- Raise Elephant power?
And he can do the Light spell too, unless we make a power for that.

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Here we find an interesting rationale for why superheroes wear distinctive uniforms -- because they can't live as normal humans anymore, they don't want to dress like them. Doesn't explain why so many maintain secret identities, though.










Of all the fake names for Germany I've seen, Moronia is still my favorite, but Gerlandia might be my second favorite.

Although you don't often hear about FDR's children, Franklin Roosevelt did have a then-33-year-old daughter, Anna. He also had four sons, so it's more than a bit sexist to ignore them and go after the one daughter.

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Here Electro is shown how he flies by riding on electric beams -- not that it makes any sense, but hey, you can explain your powers anyway you want as long as you filled one of your power slots with it.

(Scans courtesy of Comic Book Plus.)

Wednesday, May 22, 2019

Pep Comics #2 - pt. 3

We're still watching Sergeant Boyle's one-man war against the Nazis -- not fictional stand-ins either, mind you, but real deal Nazis. By 1940, more and more comic book creators are going to take a more direct position on the War in Europe.

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Game mechanics discussion: I'm less interested in how black eyes are achieved (flavor text) or how Boyle rips down that telephone line pole (wrecking things), but by the double agent's sudden recovery from failing a morale save. I never addressed this before, but should morale results have a random duration? Or did he just get a new morale save when the circumstances changed?
That's a fairly impressive rendering of a battle scene, but it's all flavor text if the Hero is not involved in it. Or is it? Hideouts & Hoodlums does not emulate this sort of large-scale battle well -- I can't think of any RPGs that do -- but what if the game was set aside at this point and the referee and player switched to wargaming to resolve the scenario?

Boyle has until June 14, 1940 to enjoy tranquility in Paris.
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Wowee, look at that Mort Meskin half-splash page! You know, Joe Simon and Jack Kirby were still a year away from the iconic work they are best known for, so at this early stage it may be Mort who comes in second behind Eisner for most dynamic page layouts!

Although we aren't given an exact time frame, it seems clear that Press Guardian has been undercover with the bund for some time, possibly weeks.

"Moronia" is a great fictionalized name for Nazi Germany.
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Although this page superficially looks pretty good, the combat is confusing and hard to follow. Press Guardian was shot on the previous page but is fine now. Was he buffed with a defensive power? Wearing a bulletproof vest? Just took minimal damage and shrugged off the hit point loss?

When he's knocked down, is Press Guardian just playing possum until Von Leo turns around, or was PG really stunned?


PG's leap seems like something a normal person could attempt with a skill check.

Calling in the valet who also happens to be a pilot is an excellent use of Supporting Cast.

This is Manly Wade Wellman's Fu Chang. The art by Lin Streeter is amateurish and the story is not much better, though I am intrigued both by the summoning spell, which seems to require a magic potion...
...but more importantly, the tiger-devil. A tiger-devil has a gaze attack that paralyzes...

















...and I think we see here that it can also turn to gaseous form. I'm inclined to give tiger-devils 8 Hit Dice, making them on par with vampires.
Although this fight is said to take seconds in length, in H&H terms it is three turns long, or 90 seconds (in 2nd edition, 180 seconds in 1st edition).

(Scans courtesy of Digital Comic Museum.)