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Hideouts & Hoodlums: Justice Society of America
Game Master Scottenkainen

Join the Justice Society of America in May 1941 as they campaign against the mysterious Mr. X, the criminal underworld, and the supernatural!



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Wow, last week to prepare! I'd better start doing final revisions on those stats!

~Scott/Editor


Name: Sandman (Wesley Dodds) Class: Mysteryman Race: Human
Strength: 15 (+1 dmg in melee) Intelligence: 14 Wisdom: 15 Constitution: 16 (+1 hp/HD)
Dexterity: 16 (+1 to hit at range, -2 to be hit) Charisma: 17 (6 SCM, +2 loyalty)
Level: 8 Experience Points: 75,000 Alignment: Neutral
Hit Points: 35 Armor Class: 7 or 5 Move: 60 ft.
Class Abilities: Climb (11 in 12), intimidate (force morale save 1/hr), notice things (2 in 4), +3 signature move (+3 to dmg when punching), invisibility (2 in 4), track (10 in 12), pilfer (2 in 4); law enforcement reaction never better than neutral
Race Abilities: Bonus to notice things (increased to 6 in 10), -2 to be hit in dim light
Saves: vs. missiles – 5, vs. poison – 5, vs. plot – 6, vs. science – 6, vs. magic – 7

SCMs: Sandman – Dian Belmont (girlfriend since 2/40 and back-up Sandman since 11/40), D.A. Belmont (Dian’s father and NY District Attorney)

Items: Gas mask (immune to gas attacks), gas gun (everyone in 10’ radius must save vs. poison or fall asleep for 2d6 turns), 128 gas shells (gun ammo)


Kipper, another possibility for the Flash, if you really wanted him to be an inventor, would be to build him using the Superhero class instead of the Speedster sub-class. Powers like Outrun Train, Flurry of Blows, Invisibly Fast, and Neat-Instantaneous Travel are there to help simulate super-speed. Many of them are actually better than what the Speedster class can do, but you'd be able to do them less often...

~Scott/Editor

Andoran

Scottenkainen wrote:

Normanak, I was either going to bump up Hourman's Charisma or give you a freebie SCM (since the comic books make them all canon). You've got some interesting equipment on Martin and Thorndyke...those kids are probably about 10 years old...

~Scott/Editor

Typical equipment for 10-year old boys in the 1940's would probably be something along the lines of bikes, slingshots, marbles and a pocketknife.


True, Normanak, but I think there's room to accommodate both lists. Martin might still have a truncheon given to him for self-defense. Thorndyke, not growing up in as nice a home, might have acquired a two-shot Derringer to conceal on him in case there's trouble. And he could easily have a flashlight...

~Scott/Editor


Scottenkainen wrote:

Kipper, another possibility for the Flash, if you really wanted him to be an inventor, would be to build him using the Superhero class instead of the Speedster sub-class. Powers like Outrun Train, Flurry of Blows, Invisibly Fast, and Neat-Instantaneous Travel are there to help simulate super-speed. Many of them are actually better than what the Speedster class can do, but you'd be able to do them less often...

~Scott/Editor

Thanks, but I'll stick with "Speedster" class :D!


Name: Flash (Jay Garrick) Class: Speedster (Quick) Race: Human
Strength: 16 (+1 to hit in melee) Intelligence: 13 Wisdom: 14 Constitution: 18 (+1 hp/HD)
Dexterity: 18 (+1 to hit at range, -4 to be hit) Charisma: 18 (7 SCM, +2 loyalty)
Level: 7 Experience Points: 74,000 Alignment: Lawful
Hit Points: 37 Armor Class: 2 or 0 Move: 840 ft.
Class Abilities: Invisibility (2 in 4), takes no dmg instead of ½-dmg when saves, save vs. missiles allows missiles to be caught in mid-air, surprise 7 in 10, 3 notice things checks/turn, Mirror Image (like spell) 1/day, Gust of Wind (like power) 1/day, run underwater at same speed as on land, base AC of 6, 2 attacks/turn for 1d12+1 dmg; cannot use pills or potions
Race Abilities: Notice things (2 in 6), -2 to be hit in dim light
Saves: vs. missiles – 4, vs. poison – 6, vs. plot – 7, vs. science – 7, vs. magic – 8

SCMs: Joan Williams (girlfriend since college and partner since 2/40), Major Williams (Joan’s father, retired Army major)

Items: 1939 Cadillac 61, house in the city, private chemistry research lab

[Items note: Joan carries a S&W .38 revolver in her purse. Major Williams has a Browning M1918 .30 automatic rifle, Browning .45 automatic pistol, flak jacket, and helmet.]


Pathfinder Adventure Path, Campaign Setting, Modules Subscriber

Doing equipment is hard for me. I have little idea what a lot of this stuff is, particularly guns and cars. So, if anyone thinks I picking something radically out of character, let me know. I'm also just making a list, so if the editor thinks I'm being too greedy, I understand and will cut things out.

Sandman (Wesley Dodd) Equipment
Gas Gun
Gas Mask
Binoculars
Flashlight
Handcuff
Camera, Kodak Pocket
Wrist Watch

I'm under the impression that Wesley Dodd's was independently wealthy, so I guess he would also have:
A 6-room house in the city, and
a car, I guess a Chevrolet 1939

Does he also need an inventor's lab, or can he just share someone else's?

If that is too much stuff, cut the car. I think that Wesley Dodd's hating to drive an always wanting to take a cab would be pretty funny.

D.A. Belmont has a 6 room house in the city and a Colt .45 revolver and a bunch of other stuff that I don't plan on being relevant. The gun can be replaced with whatever would be standard police issue. He keeps it in his desk for protection. I assume he has a car too that Dian could borrow occasionally.

Dian lives with her dad and has a Browning 9 mm, though neither Wesley or her dad knows she carries it. I just tried to pick a gun that look light, if someone has a better suggestion feel free to let me know.

I don't really expect that D.A. Belmont would be anything more than a source of information. I doubt he would ever use his gun in the course of our exploits, unless someone attacked him.

Again, I just sort of picked stuff that sounded reasonable. If anything looks amiss or too much, let me know.


Scottenkainen wrote:

[Items note: Joan carries a S&W .38 revolver in her purse.]

I would also like to give Joan a flashlight and a penknife.


Name: Hourman (Rex Tyler) Class: Superhero (Mighty Man) Race: Human
Strength: 17 (+1 to hit in melee) Intelligence: 16 Wisdom: 14 Constitution: 16 (+1 hp/HD)
Dexterity: 15 (+1 to hit at range, -1 to be hit) Charisma: 14 (5 SCM, +1 loyalty)
Level: 7 Experience Points: 72,000 Alignment: Lawful
Hit Points: 50 Armor Class: 8 or 6 or 4 Move: 60 ft.
Class Abilities: Wrecking things (3d6 vs. doors – D, vs. chains, generators, robots – W, vs. cars – 4, vs. trucks – 7, vs. tanks – 10, vs. battleships – 13, vs. dams – 15), powers (per day – 2 1st, 2nd, 3rd;1 4th, 5th), true strength of 31 (+2 to dmg, lift 1 ton w/out power use), costume armor (base AC 7 vs. 6 HD or less if save vs. plot failed, otherwise base AC 9)
Race Abilities: Notice things (2 in 6), -2 to be hit in dim light
Saves: vs. missiles – 6, vs. poison – 6, vs. magic – 7, vs. science – 7, vs. plot – 8

SCMs: Mr. Bannerman (owner of Bannerman Pharmaceuticals and Hourman’s boss), Jimmy Martin (kid sidekick and President of the Minute Men of America club since 8/40), Regina Bannerman (Mr. Bannerman’s niece and romantic interest for Hourman since 8/40), Mrs. Martin (Jimmy’s mother), Thorndyke (newsie and Minute Man since 10/40); nemesis: Dr. Snegg (since 6/40)

Items: Chemical research lab, 3-BR furnished apartment, Hudson touring sedan, pocket watch, tuxedo, dress shirt, shoes, x number of Miraclo pills (as needed for powers)

[Items Note: Mr. Bannerman has a 6-BR house, Regina Bannerman has an apartment; Jimmy has a truncheon, bike, slingshot, marbles and a pocketknife.; Mrs. Martin has a home in the suburbs; Thorndyke has a 2-shot Derringer, flashlight, bikes, slingshot, marbles and a pocketknife.]


Final, final versions of your Heroes will be reposted when we actually get/I make our game board, so make your final requests in the next few days.

Hourman and Dr. Fate have the option of planning out their power and spell choices in advance, or choosing them as we go (which is not in the rules, but I'm terrible at keeping track of what you chose a month or more earlier if time happens to move that slowly in-game).

~Scott/Editor


Pathfinder Adventure Path, Campaign Setting, Modules Subscriber

I'm going to be missing until Sunday. I know that means that I may be absent for the kickoff to our adventures. Sorry about that. Hopefully we can work around it. Unexpected trip out of town.


Don't worry, Sandman (LovelySandman?), it's Sunday when I plan to kick off with my first post, and I can't even tell you know when on Sunday I'd be posting it.

Plenty of time (I hope) to hear from our Dr. Fate again too!

~Scott/Editor


The OOC board for the upcoming H&H: JSA campaign is here.

~Scott/Editor


The IC board for the H&H: JSA campaign is here. Happy posting, gang!

~Scott/Editor

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