Doctor Fate |
Editior: Just wondering how worried I need to be about our japanese stereotype villian. How does Detect Magic work against Invisibility? Does is always detect the presence of the spell? Is a save involved? Or is the invisibility spell itself invisible to something as simple as det. magic?
Scottenkainen |
My interpretation of the Invisibility spell, and hence Dr. Fate's understanding of it as well, would be that it only cloaks you from sight, not necessarily from any divination magic. The Invisibility spell itself would not make you detectable as magic, but the magic items Dr. Fate carries would still be detectable.
Sandman's climb roll: 1d12 ⇒ 8
Scottenkainen |
To keep things "kosher"...
Flash's hear noise roll: 1d6 ⇒ 5
Dr. Fate's find secret things roll: 1d6 ⇒ 4
So, no, I'm afraid Flash can't overhear what's being said from where he is; he can only observe. And Dr. Fate lost sight of the Flash a long time ago, so that conversation can't happen. You boys will have to plan your next actions individually -- and I'll need new intentions by tomorrow.
Sandman's find secret things roll: 1d6 ⇒ 1
Dr. Fate's 2nd find secret things roll: 1d6 ⇒ 4
Sandman's invisibility roll: 1d4 ⇒ 2
~Scott/Editor
Doctor Fate |
To keep things "kosher"...
Flash's hear noise roll: 1d6
Dr. Fate's find secret things roll: 1d6So, no, I'm afraid Flash can't overhear what's being said from where he is; he can only observe. And Dr. Fate lost sight of the Flash a long time ago, so that conversation can't happen. You boys will have to plan your next actions individually -- and I'll need new intentions by tomorrow.
Sandman's find secret things roll: 1d6
Dr. Fate's 2nd find secret things roll: 1d6
Sandman's invisibility roll: 1d4~Scott/Editor
Cool. I was wondering about that. Where is Dick Tracy and his 2-way wrist TV's when we need them. Sigh.
So are there any mobsters left on the street?
Scottenkainen |
By my reading, Flash has knocked out 2 of 3 mobsters, leaving one remaining.
Flash is correct.
How difficult would it be to climb up?
For a non-Mysteryman? Very. Without magic or a convenient fire escape -- and there's not one -- you simply wouldn't know what to do. However, I'll still give you a 1 in 8 chance of getting lucky and not falling, if you want to save a Levitate spell.
Initiative: 2d6 ⇒ (2, 1) = 3
Sandman's to hit roll: 1d20 ⇒ 9
Sandman's damage roll: 1d4 ⇒ 4
Flash's to hit rolls: 2d20 ⇒ (13, 10) = 23
Flash's damage rolls: 2d12 + 2 ⇒ (9, 5) + 2 = 16
the Flash |
However, the drivers of both vans were forming a second line of defense now, having emerged from their vehicles with sub-machine guns in hand. They had apparently missed Dr. Fate's careful descent from the roof of the second van and were preparing to mow down Sandman and Flash.
I though we were around a corner from the main action?
I assume Flash aware of Sandman's predicament? If so, and if Sandman lures some thugs away from the view of the others, he'll dash over and lay into them alongside Sandman.
If not, that's OK given the situation I guess, but can you confirm it before I post my next action. Thanks.
the Flash |
FWIW, I think Flash and Sandman can easily take care of the gunners on our own. One Gas grenade, then Flash can move in and attempt to disarm any stragglers. The only risk is if they can get off their shots before Sandman (or if they are out of Sandman's range?). Flash could attempt to stop any bullets heading for Sandman even in that case, however.
Scottenkainen |
The game map of the street is here.
Sandman, how are you racing to the roof? Are you going to climb a wall again, or race around the block to find a fire escape?
Scottenkainen |
Casting Protection from normal missiles. Assuming it works on bullets and shotguns that is.
Interesting. I would have to rule that any gun up to a machine gun would count as a normal missile. Being shot at by an autocannon or howitzer would not.
Sandman's climb roll: 1d12 ⇒ 6
Initiative: 2d6 ⇒ (1, 3) = 4
Flash's invisible roll: 1d4 ⇒ 1
Flash's to hit rolls: 2d20 ⇒ (7, 5) = 12
Flash's to be hit rolls: 2d20 ⇒ (15, 7) = 22
Dr. Fate's rolls: 2d6 ⇒ (4, 1) = 5
~Scott/Editor
Doctor Fate |
Quote:Casting Protection from normal missiles. Assuming it works on bullets and shotguns that is.Interesting. I would have to rule that any gun up to a machine gun would count as a normal missile. Being shot at by an autocannon or howitzer would not.
~Scott/Editor
My thinking as well. Anything that is primarily an anti-personel weapon should be considered a 'normal' missile. Edge cases would be things like shrapnel, landmines, bombs and grenades. I wonder about .50 cal heavy machine guns though. They were mixed anti-personel/light vehicle weapons so who knows. Then there are the odd things like flame throwers and bang-sticks/knuckle guns not to mention the 1941 era soviet PTRD anti-tank rifle that was used by some snipers in an anti-personel role. But I may be over thinking this.
Scottenkainen |
Over thinking is never a bad thing in my book.
Let's say, if the weapon is not necessarily an anti-personnel weapon only, that we'd roll a d6 with 1-3, protected, 4-6 unprotected.
I may have to write this up for The Trophy Case...
Sandman's climb roll: 1d12 ⇒ 11
Sandman's surprise rolls: 2d6 ⇒ (1, 2) = 3
Flash's initiative rolls: 2d6 ⇒ (4, 1) = 5
Dr. Fate's search roll: 1d6 ⇒ 1
Flash's to hit rolls: 2d20 ⇒ (20, 10) = 30
~Scott/Editor
Scottenkainen |
As shown in Adventure Comics #42 in a story penned by Battlin' Burt Christman, the Sandman, in his secret identity as Wesley Dodds, served in the navy during the Great War.
Ooo, did someone get his hands on Golden Age Sandman Archives? I didn't realize Wesley is supposed to be that old. Doesn't that put him around 40?
Sandman's to be hit roll: 1d20 ⇒ 10
Sandman's to hit roll: 1d20 ⇒ 18
Sandman's damage taken: 1d4 ⇒ 2
Sandman's damage given: 1d4 + 3 ⇒ (2) + 3 = 5
Sandman is at 18 out of 35 hp.
~Scott/Editor
The Sandman |
No, no archives. Just that blog (comicsodyssey) you posted months back. I didn't do any math or anything. He must've just be in the navy at some point. I guess I've assumed that everyone fought in the previous war–all the folks from Marvel comics in the 60s certainly did (by which I really mean that Reed Richards and Ben Grimm served in WWII)–and compressed the distance between World War I and World War II. My Sandman knowledge is rather limited. I like his original costume and that is about it.
Scottenkainen |
I see...
Rooftop initiative: 2d6 ⇒ (6, 5) = 11
Sandman's to hit roll: 1d20 ⇒ 16
Sandman's damage roll: 1d4 + 4 ⇒ (3) + 4 = 7
I decided to treat Flash's "body check" as setting up Sandman to do 1 extra point of damage, rather than an attack of his own. Luckily, that one point was all Sandman needed...
Doctor Fate |
I like it but I would finess it by class.
Fighters, Paragons, Villans, Mystery Men: automaticly know how.
Superheroes: 3 or 4 in 6. I would say the deciding factor between 3 and 4 here would be the presence of powers like flight or superleap that help with travel but that could lead to metagaming where super players hold off on taking travel powers until later hoping they find an autogyro before the odds change.
Speedsters: 2 in 6. Easy access to fast travel is balanced by a facination with all things zoom.
Magic Users: 1 in 6. Studies tend to preclude other esoteric knowledge and they tend to focus on spells for fast travel. Mind you I think the ability to summon a minion with such skill would fit but that wiould be a tweak to the summon mobster spells.
Level could also be factored in.
Maybe M-U's have their level on d12 to know. By the time you are a 10-12th level Wizard autogyros would hold no mystery for you.
Paragons, Mystery Men: Twice their level on a d10. 5th level sounds about right for these types to basically be able to fly any non-mad science craft. Strange or alien craft would slap a negative mod on the roll. Common craft would either be an auto success or give a positive mod. Mind you if you go with the positive modifier you might end up with someone you can fly a secret german reverse engineered flying saucer but not a Piper Cub. Which would be odd.
Supers and Speedsters: Level on a d10.
Fighters & Villans: Automatic unless their background really precludes them knowing. A Tarzan type for example. Mind you with a teacher I would let this go to automaitc
Note all of this would be secondary to background. A Great War airman given mystic powers by the Angel of Mons would of course be able to fly most if noe all aircraft at level one.
Just some random thoughts.
Scottenkainen |
No, no, I meant you could have up to six pages to write about any H&H-related things you liked. And you still can.
~Scott/Editor
Flash's initiative: 2d6 ⇒ (3, 1) = 4
Flash's to hit rolls: 2d20 ⇒ (3, 2) = 5
Flash's to be hit rolls: 2d20 ⇒ (7, 14) = 21
Dr. Fate's to be hit rolls: 1d20 ⇒ 12
Scottenkainen |
Hmm...I had not even considered retroactively applying that. Sandman, have you seen the article in question from TTC #7?
Sandman's surprise rolls: 2d6 ⇒ (1, 5) = 6
Flash's to hit roll: 1d20 ⇒ 6
Flash's initiative rolls: 2d6 ⇒ (6, 4) = 10
Flash's to hit rolls: 2d20 ⇒ (18, 8) = 26
Flash's damage, to be split between the hoodlums: 2d6 + 2 ⇒ (2, 6) + 2 = 10
~Scott/Editor
Scottenkainen |
Grrrr I have never missed cantrips so much! A simple Ghost Sound and I would be past him. Any chance Dr. Fate can throw his voice?
Sure, why not? I've been reading so many Golden Age stories where heroes use ventriloquism that it should probably be a free power to everyone.
Morale save: 1d20 ⇒ 16
~Scott/Editor
P.S. A friend of mine just recently corrected me about my very first post to this campaign, wherein I accidentally called J. Edgar Hoover Herbert Hoover. Shame on you all for not correcting me sooner!
Scottenkainen |
Sandman's invisibility roll: 1d4 ⇒ 4
Flash's initiative rolls: 2d6 ⇒ (4, 5) = 9
Dr. Fate's surprise rolls: 2d6 ⇒ (3, 2) = 5
Flash's to be hit rolls: 2d20 ⇒ (19, 3) = 22
...I forgot my own rule, that if no one has a weapon, everyone attacks twice as often hand-to-hand. So the Flash battle should have had twice as many to hit rolls, which I'll make up for all at once here.
Flash's to hit rolls: 2d20 ⇒ (19, 2) = 21
Flash's dmg roll: 1d12 + 1 ⇒ (11) + 1 = 12
Mobster's morale saves: 2d20 ⇒ (1, 19) = 20
Flash's to hit rolls: 4d20 ⇒ (19, 17, 6, 4) = 46
Flash's damage roll: 1d12 + 1 ⇒ (7) + 1 = 8
Flash's to be hit rolls: 3d20 ⇒ (8, 3, 7) = 18
Scottenkainen |
Sandman's initiative rolls: 2d6 ⇒ (5, 1) = 6
Flash's initiative rolls: 2d6 ⇒ (3, 2) = 5
Mitsuhirato's save: 1d20 ⇒ 1
Sandman's to hit roll: 1d20 ⇒ 1
Flash's to hit rolls: 2d20 ⇒ (16, 4) = 20
Sandman's to be hit roll: 1d20 ⇒ 1
Flash's damage roll: 1d12 + 1 ⇒ (9) + 1 = 10
Scottenkainen |
Sandman's initiative rolls: 2d6 ⇒ (2, 1) = 3
Flash's initiative rolls: 2d6 ⇒ (3, 3) = 6
Soldier's save vs. poison: 1d20 ⇒ 7
Flash's to hit rolls: 2d20 ⇒ (11, 1) = 12
Mobster's morale save: 1d20 ⇒ 15
Flash's to be hit roll: 1d20 ⇒ 5
Flash's damage roll: 1d12 + 1 ⇒ (3) + 1 = 4
Scottenkainen |
The chair binding should last for 16 more turns.
My apologies for having described the hold person spell incorrectly. Mitsuhirato is bound to the chair, not frozen like a statue.
As for the floor in the cellar chamber, it is concrete.
Dr. Fate's to be hit roll: 1d20 ⇒ 5