Scottenkainen |
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), binoculars, flashlight, handcuffs, camera (Kodak pocket), wristwatch, 6-room house in the city, Chevrolet 1939, chemical research lab
[Item notes: D.A. Belmont has a 6 room house in the city and a Colt .45 revolver. Dian has a Browning 9 mm.]
Scottenkainen |
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, along with a flashlight and penknife. Major Williams has a Browning M1918 .30 automatic rifle, Browning .45 automatic pistol, flak jacket, and helmet.]
Scottenkainen |
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.]
Scottenkainen |
Name: Dr. Fate (Kent Nelson) Class: Magic-User (Full Wizard) Race: Human
Strength: 14 Intelligence: 18 Wisdom: 15 Constitution: 16 (+1 hp/HD) Dexterity: 14
Charisma: 13 (5 SCM, +1 loyalty)
Level: 10 Experience Points: 640,000 Alignment: Neutral
Hit Points: 45 Armor Class: 7 or 5 Move: 60 ft.
Class Abilities: Counterspell (2 in 6 vs. lvl 9 or lower), spells (4 1st, 2nd; 3 3rd; 2 4th, 5th)
Race Abilities: Notice things (2 in 6), -2 to be hit in dim light
Saves: vs. poison -- 2, vs. magic – 2, vs. missiles – 3, vs. plot – 3, vs. science – 4
SCMs: Dr. Fate – Inza Cramer (confidant since 5/40 and girlfriend since 4/41); nemesis: Wotan (since 5/40)
Items: Helm of Reading Magic and Languages and Teleportation (Dr. Fate can decipher anything he reads and, when teleporting, always does so without error), Medallion of ESP (cast Detect Thoughts at will with a range of 90 ft., but with a 1 in 6 chance of misreading thoughts), Cloak of Protection +2
Scottenkainen |
Re: fictional city names
Even as far back as 1941, DC Comics was using names like "Gotham City" and "Civic City" for "Metropolis" as stand-ins for real city names. Now, later on, DC decided that these were actually separate cities and that the cities they represented -- mainly New York City -- still existed independently and nearby the fictional cities.
What I'd like to do is eliminate the confusion of duplicate cities and just accept that these fictional names mean real, already-existing cities. Everyone good with that? Or do we have some sticklers for DC continuity here?
The Flash was definitely in New York City by 1941, though his earliest adventures took place in the Midwest. Dr. Fate was definitely in Salem, Massachusetts. The Sandman and Hourman seem to have been in New York City, but the details are sketchier in their stories. They could have been in another New England metropolis, like Boston.
~Scott/Editor
Scottenkainen |
Flash – 2 cowardly hoodlums – 40 xp
1 mad scientist (Zarano) – 80 xp
+10% xp bonus
New total: 74,132 xp
Sandman - 4 thugs – 320 xp
1 master criminal (Gentleman Gorilla) – 120 xp
+15% xp bonus
New total: 75,506
Hourman, if you want to insert an elaboration on your Dr. Snegg story, you still can.
If we haven't heard from Dr. Fate by Monday, he's going into Supporting Cast mode.
~Scott/Editor
Scottenkainen |
I had mistakenly thought that the Sandman did not have a grapple gun until his costume change, but further reading has shown me that he did indeed have the grapple gun by mid-1941. It appears to me that this is a separate gun from the gas gun. So, to the Sandman's list of trophies needs to be added a grapple gun (capable of firing a small grappling hook to a range of 40 ft.).
~Scott/Editor
Scottenkainen |
>Save vs. plot is hilarious and awesome.
Funny thing about save vs. plot; players like it when they first hear about it, but ask any "veteran" H&H gamer and they'll tell you how save vs. plot is definitely not their friend. But, as an H&H Editor, I love save vs. plot and how it lets me shape the mood and tone of the campaign by making it harder for players to choose actions that don't fit the style of comic book I picture this being.
~Scott/Editor
Scottenkainen |
Try thinking like it's D&D -- when all else fails, just wander around and wait for wandering encounters to happen. Or just get a good night's sleep!
Also, *drum roll* -- I'm turning FORTY today! My incredibly old self has birthday plans, so no one gets an IC post from me today. But, everyone gets 40 xp (get it?)!
~Scott/Old Editor
normanak |
Try thinking like it's D&D -- when all else fails, just wander around and wait for wandering encounters to happen. Or just get a good night's sleep!
Also, *drum roll* -- I'm turning FORTY today! My incredibly old self has birthday plans, so no one gets an IC post from me today. But, everyone gets 40 xp (get it?)!
~Scott/Old Editor
40?! Baby. I turned 40 last century.
Happy Birthday, Scott.
Scottenkainen |
Flash's SCM roll: 1d6 ⇒ 4
Flash's wandering mobster roll: 1d6 ⇒ 1
wandering mobster roll #2: 1d8 ⇒ 3
wandering mobster roll #3: 1d12 ⇒ 12
wandering mobster roll #4: 1d6 ⇒ 1
wandering mobster roll #5: 3d6 ⇒ (4, 4, 5) = 13
wandering mobster roll #6: 1d100 ⇒ 31
wandering mobster roll #7: 1d100 ⇒ 73
wandering mobster roll #8: 1d20 ⇒ 6
wandering mobster roll #9: 1d100 ⇒ 67
wandering mobster roll #10: 1d100 ⇒ 39
Hourman's SCM roll: 1d6 ⇒ 1
Hourman's wandering mobster roll: 1d6 ⇒ 4
SCM roll #2: 1d20 ⇒ 5
SCM roll #3: 1d50 ⇒ 23
Scottenkainen |
No, it's important to keep a close eye on me. I forget stuff all the time, even when I wrote it myself. I'll include the 2nd attack rolls in with my new rolls here.
Flash's 2nd surprise attack: 1d20 ⇒ 9
Flash's turn 4 2nd attack: 1d20 ⇒ 15
sniper's save vs. science: 1d20 ⇒ 15
Turn 5 initiative: 2d6 ⇒ (3, 2) = 5
Flash's *2* to hit rolls: 2d20 ⇒ (2, 17) = 19
sniper's save vs. science: 1d20 ⇒ 13
sniper's morale save: 1d20 ⇒ 13
sniper's morale result: 1d8 ⇒ 8
Scottenkainen |
Flash - using Joan in the story - 100 xp
defeating 1 elite hoodlum - 120 xp
+10% bonus
New total: 74,550 xp
Sandman - using D.A. Belmont in the story - 100 xp
using Dian Belmont in the story - 100 xp
+15% bonus
New total: 75,805 xp
Hourman - using Jimmy Martin in the story - 100 xp
using Thorndyke in the story - 100 xp
+10% bonus
New total: 72,264 xp
Rex "Hourman" Tyler |
I've decided that Hourman activated the power Raise Car to hold up the elevator car. I'm willing to be vetoed and re-write the scene if anyone had a different plan in mind for what to do if the cable snapped.
~Scott/Editor
Sounds like a plan. I was thinking of having Hourman go to the floor below and fly up the shaft lifting up the car then I realized Hourman can't fly. :)
Scottenkainen |
Flash's search roll: 1d6 ⇒ 3
Sandman's listen roll: 1d6 ⇒ 6
Hourman can protect himself from the fire and heat by activating the level 3 power Impervious. You have not yet said so, but if you wanted to protect Hourman from the smoke as well, you could use the level 3 power Hold Breath, which would make him immune for the duration, or just count on how good your saving throws are hope you don't get an unlucky roll...
Previously, Hourman has used up his two level 1 powers - Outrun Train and Raise Car, leaving him with two 2nd and 3rd level power slots, and his one level 4 and level 5 power slots.
normanak |
Flash's search roll: 1d6
Sandman's listen roll: 1d6
Hourman can protect himself from the fire and heat by activating the level 3 power Impervious. You have not yet said so, but if you wanted to protect Hourman from the smoke as well, you could use the level 3 power Hold Breath, which would make him immune for the duration, or just count on how good your saving throws are hope you don't get an unlucky roll...
Previously, Hourman has used up his two level 1 powers - Outrun Train and Raise Car, leaving him with two 2nd and 3rd level power slots, and his one level 4 and level 5 power slots.
Sounds good, he'll do Impervious and Hold Breath. When do the powers come back?
Scottenkainen |
Powers, like spells, come back the next day. After a Superhero runs out of powers, you'll have to rely on wrecking things - which you can do at will - and any damage bonus from true strength to see you through.
While I'm talking about Superheroes and powers...it has occurred to me that I might have been too flip before about Hourman flying and should talk more about that.
Norm, you chose not to have Hourman fly in the elevator shaft because you remembered that Hourman, in the comic books, doesn't fly. And that's fine. However, Hourman, as I've statted him for H&H, is high enough in level to use a level 5 power and Fly is one of them. Now, if you want to model your character as closely as possible to the comic books, you would probably do well to ignore the level 5 powers entirely. Hourman has never shown anything above a level 4 power in the comics.
That said, in the Golden Age of Comics there was a lot of inconsistency, with Heroes basically having whatever power at whatever level the plot demanded that they have. So, if the plot required Miraclo pills to allow Hourman to fly, it would not be (ahem) a huge leap of faith to believe that a Golden Age comic book writer might have wound up doing something like that with the character at some point.
~Scott/Editor