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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Male English/Swedish Publisher/1, Writer/4

Final versions of the stats for the Heroes to be played will go up here this Saturday.


Male English/Swedish Publisher/1, Writer/4

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.]


Male English/Swedish Publisher/1, Writer/4

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.]


Male English/Swedish Publisher/1, Writer/4

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.]


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

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


Male Human Speedster/7
Scottenkainen wrote:

Re: fictional city names

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?

Sounds good to me.

Liberty's Edge

Me, too.


Male Human Mysteryman 8

So we are in NYC rather than Metropolis or Gotham? That's fine with me.


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

>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


Male English/Swedish Publisher/1, Writer/4

Flash - 1 cowardly hoodlum - 20 xp
1 good deed - saving bellhop - 100 xp
+10% bonus
New total: 74,264 xp

Sandman - 1 cowardly hoodlum - 20 xp
+15% bonus
New total: 75,529 xp


Male Human Speedster/7

I'm a bit stumped as to how Flash could make himself useful right at this moment. Any ideas from anyone :D?


Male English/Swedish Publisher/1, Writer/4

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

Liberty's Edge

Scottenkainen wrote:

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.


Indeed. Happy birthday. Hope you had a fine day.


Male English/Swedish Publisher/1, Writer/4

Flash - birthday present - 40 xp
+10% bonus
New total: 74,308 xp

Sandman - birthday present - 40 xp
+15% bonus
New total: 75,575 xp

Hourman - birthday present - 40 xp
+10% bonus
New total: 72,044 xp


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

Sandman's evasion roll: 1d100 ⇒ 32
Hourman's evasion roll: 1d100 ⇒ 64
Flash's surprise rolls: 1d10 ⇒ 2, 1d6 ⇒ 5


Male English/Swedish Publisher/1, Writer/4

Hourman's SCM roll: 1d20 ⇒ 5
Flash's initiative roll: 1d6 ⇒ 2, 1d6 ⇒ 6
mobster's to hit rolls: 1d20 ⇒ 9, 1d20 ⇒ 5
Flash's saves vs. missiles: 1d20 ⇒ 9, 1d20 ⇒ 15


Male English/Swedish Publisher/1, Writer/4

Flash's saves vs. missiles - 1d20 ⇒ 17, 1d20 ⇒ 10
Flash's surprise rolls - 1d10 ⇒ 6, 1d6 ⇒ 4
Flash's to hit roll - 1d20 ⇒ 9


Male English/Swedish Publisher/1, Writer/4

Flash's mirror images: 1d4 ⇒ 3
sniper's morale save: 1d20 ⇒ 17
initiative: 2d6 ⇒ (2, 5) = 7
which images shot at? (Flash is #1) 2d4 ⇒ (1, 3) = 4
to be hit: 1d20 ⇒ 15
Flash's save vs. missile: 1d20 ⇒ 14
Flash's to hit roll: 1d20 ⇒ 1


Male Human Speedster/7

Not that I'm complaining :D, but isn't Flash supposed to get two attacks per turn (according to his character sheet)? Or is that just under specific circumstances (ie not trying to disarm)?


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

Flash's mystery save vs. plot: 1d20 ⇒ 2

Ah, well. Happy Memorial Day, gang!


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

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


Scottenkainen wrote:

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. :)


Male English/Swedish Publisher/1, Writer/4

Yes, poor Hourman...

Sandman's search roll: 1d10 ⇒ 10
Flash's non-superhero wrecking roll: 1d20 ⇒ 16


Male English/Swedish Publisher/1, Writer/4

Flash - good deed (double reward for helping extra-long) - 200 xp
+10% bonus
New total: 74,770 xp

Sandman - good deed (" ") - 200 xp
+15% bonus
New total: 76,035 xp

Hourman - good deed (" ") - 200 xp
+10% bonus
New total: 72,484 xp


Male English/Swedish Publisher/1, Writer/4

Flash's turn 1 search check: 1d6 ⇒ 3
Flash's turn 2 search check: 1d6 ⇒ 2


Male English/Swedish Publisher/1, Writer/4

Flash's turn 1 search check: 1d6 ⇒ 5


Male English/Swedish Publisher/1, Writer/4

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.

Liberty's Edge

Scottenkainen wrote:

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?


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

Flash's save vs. poison: 1d20 ⇒ 18


Male English/Swedish Publisher/1, Writer/4

Flash's save vs. science: 1d20 ⇒ 6


Male English/Swedish Publisher/1, Writer/4

Hourman's to hit roll: 1d20 ⇒ 12
Sandman's to hit (grapple) roll: 1d20 ⇒ 12
Sandman's to hit (window) roll: 1d20 ⇒ 11


Male English/Swedish Publisher/1, Writer/4

Sandman's fire damage: 1d6 ⇒ 6
Flash's surprise roll: 1d10 ⇒ 1
Flash's to be surprised roll: 1d6 ⇒ 3


Male English/Swedish Publisher/1, Writer/4

Sandman's fire damage: 1d6 ⇒ 6
Flash's save vs. poison: 1d20 ⇒ 13
Initiative: 2d6 ⇒ (3, 3) = 6


Male English/Swedish Publisher/1, Writer/4

Flash's to hit rolls: 2d20 ⇒ (4, 14) = 18
Hoodlums' save vs. poison: 1d20 ⇒ 14
Hoodlum #1's to hit roll: 1d20 ⇒ 6


Male Human Speedster/7

I’ll be away from my computer from now through July 3rd. Please NPC Flash as necessary. Thanks!


Male English/Swedish Publisher/1, Writer/4

Turn 2 initiative: 2d6 ⇒ (1, 2) = 3
Mobster's to hit roll: 1d20 ⇒ 17
Hourman's to hit roll: 1d20 ⇒ 5
Flash's to hit rolls: 2d20 ⇒ (2, 8) = 10
Sandman's search roll: 1d10 ⇒ 7
Morale save: 1d20 ⇒ 19


Male English/Swedish Publisher/1, Writer/4

Flash's turn 2 save vs. poison: 1d20 ⇒ 3


Male English/Swedish Publisher/1, Writer/4

Sandman's save vs. science: 1d20 ⇒ 9


Male English/Swedish Publisher/1, Writer/4

Sandman's 2nd save vs. science to rappel safely: 1d20 ⇒ 11


Male English/Swedish Publisher/1, Writer/4

Sandman's to hit trampoline roll: 1d20 ⇒ 10


Male English/Swedish Publisher/1, Writer/4

Initiative: 2d6 ⇒ (1, 3) = 4
Morale save: 1d20 ⇒ 12
Morale result: 1d8 ⇒ 2
Hourman's to hit rolls: 2d20 ⇒ (12, 2) = 14
Hourman's damage: 1d4 ⇒ 1


Male English/Swedish Publisher/1, Writer/4

Mobster's save vs. poison: 1d20 ⇒ 20
Sandman's search roll: 1d10 ⇒ 4

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