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The Golden Age of Champions


Christopher R Taylor

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In All Star Comics #11 the entire Justice Society of America enlisted with the exception of Spectre (He was Ghost so he couldn't).

 

Hawkman (Carter Hall) joined the Army Air Corps and graduated just in time to help stop a Japanese invasion of San Francisco.

 

Sandman (Wesley Dodd) joined the Marines and was air lifted to reinforce Wake Island.  He borrows a captured Japanese Midget Submarine and uses to capture a Japanese Air Craft Carrier.

 

Hawkgirl (Shiera Sanders) joined as a Nurse and was assigned to a troop ship heading for the Philippines.  Her cabin mate on the trip was Diana Prince (Wonder Woman) who after seeing her with Hawkman thinks she's two timing Carter Hall.  When Shiera explains that they are the same person Diana is embarrassed.  Hawkman shows up and reveals that the JSA knows Diana is Wonder Woman.

 

When they arrive at the Philippines Diana treats the wounded Marines, and goes off the defeat a Japanese landing on the islands.

 

Al Pratt (Atom) joins the Tank Corps and is sent to Burma.

 

Kent Nelson (Dr. Fate) joins the Paratroopers which is kind of a waste because he can fly.

 

Dr. Charles McNider (Dr. Mid-Nite) is asked to work on a secret formula.

 

And for comic relief Johnny Thunder joins the Navy and ends up having to be saved by his Genie when he almost crashes a plane.

 

At the end of the story the Justice Society is reformed as the Justice Battalion to avoid infighting by the Armed Services who all wanted the JSA members for their own.

 

 

The stories were retconned early in the All Star Squadron as mental illusions placed in the JSA members minds by Brainwave.  He later had them think they were invading Japan when disaster struck.  

 

Wonder Woman was shot down by Japanese fighters.

 

Dr. Fate was killed by poison gas fired by anti-aircraft artillery.

 

Johnny Thunder was bayoneted.

 

Dr. Mid-Nite had his IR Goggles smashed by a lucky blow by a Japanese soldier, and he was shot.

 

Sandman was also shot.

 

Hawkman was crushed to death by a giant Spectre who attacks him without explanation.

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My campaign is halfway through 1940 so no enlistment yet... except for the Canadian and English character.  The Brit was informed that he is to stay in America and help build support for fighting the enemy (by no less than INTREPID himself) and fight against Nazi sabotage/undermining war support.  However, I should send the Canadian a draft notice, its a great character story thing.  Nobody knows his identity.  

When the US gets involved finally in December 1941 that will come up for sure.  I'm fine with actually drafting the guys, it gives more leverage, but they are going to be state side, not in the war except for special occasions.  Plenty to do at home, and there will be an official US military team led by Captain America.

 

They've been in England a couple times and it was fun playing the Brits poking fun at the US for not getting involved in the war, how they talk, etc.

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The National Resources Mobilization Act did not receive Royal assent until 21 June 1940, and although it authorised conscription for home defence, your Canadian will not be receiving his questionnaire for some months yet. Canadian conscripts will not be sent overseas until the late fall of 1944.

 

My campaign is halfway through 1940 so no enlistment yet... except for the Canadian and English character.  The Brit was informed that he is to stay in America and help build support for fighting the enemy (by no less than INTREPID himself) and fight against Nazi sabotage/undermining war support.  However, I should send the Canadian a draft notice, its a great character story thing.  Nobody knows his identity.  

When the US gets involved finally in December 1941 that will come up for sure.  I'm fine with actually drafting the guys, it gives more leverage, but they are going to be state side, not in the war except for special occasions.  Plenty to do at home, and there will be an official US military team led by Captain America.

 

They've been in England a couple times and it was fun playing the Brits poking fun at the US for not getting involved in the war, how they talk, etc.

Just FYI, Canadians are not going to get "draft notices" in 1940. They may get a National Resource Mobilization Act questionnaire in the fall, but no Canadian conscripts will go overseas before the late fall of 1944. (Except to the Aleutians, because why shouldn't it be complicated?)

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One of the things the Tommies disliked about hosting the Yanks was that they overpaid for things, driving prices up.

 

Have you seen The Fires of War? http://www.herogames.com/forums/store/product/248-the-fires-of-war-the-algernon-files-volume-2-pdf/  There's only one hard copy of it left in the store here, though getting just the pdf would cut your cost.  It is mostly serious, largely a collection of Golden Age heroes and enemies, 5th edition revised, focusing on WWII.  They are mostly 4 SPEED.  A great timeline is included, from 1935 to 1954, and includes much fiction and history, fantastic for adventure ideas.

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My campaign is halfway through 1940 so no enlistment yet... except for the Canadian and English character.  The Brit was informed that he is to stay in America and help build support for fighting the enemy (by no less than INTREPID himself) and fight against Nazi sabotage/undermining war support.  However, I should send the Canadian a draft notice, its a great character story thing.  Nobody knows his identity.  

When the US gets involved finally in December 1941 that will come up for sure.  I'm fine with actually drafting the guys, it gives more leverage, but they are going to be state side, not in the war except for special occasions.  Plenty to do at home, and there will be an official US military team led by Captain America.

 

They've been in England a couple times and it was fun playing the Brits poking fun at the US for not getting involved in the war, how they talk, etc.

 

Check out the 1941 movie "The 49th Parallel".  The survivors of a bombed Nazi U-Boat try to make it back to Germany and have to trek across Canada.  They first encounter a French Canadian Trapper who doesn't know about the war because he's been in the wilderness.  Then They steal a plane and crash near an amish community.  Later they encounter an aristocratic artist (Leslie Howard, who was killed later in the war when the Germans shot down his plane), and the last survivor ends up on a train heading to the USA with an AWOL Canadian Soldier.  

 

For the other side of the coin you can see "Desperate Journey", a 1942 movie about of a downed RAF crew who have to make it across Germany.  It stars Ronald Reagan and Errol Flynn.

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The National Resources Mobilization Act did not receive Royal assent until 21 June 1940, and although it authorised conscription for home defence, your Canadian will not be receiving his questionnaire for some months yet. Canadian conscripts will not be sent overseas until the late fall of 1944.

Excellent information, thanks a ton :)

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The original Captain Marvel has two sidekicks - A girl named Mary Marvel and a boy named Captain Marvel Jr.  Then he had FOUR zany friends, Fat Marvel, Tall Marvel, Hillbilly Marvel, and Uncle Marvel (who usually couldn't do anything because his "shazambago" was always acting up).

 

 

And don't forget another Golden Age staple - Super Pets!  Superboy had Krypto the Superdog, Supergirl had Streaky the Supercat, and the Marvel family had Hoppy the Marvel Bunny.

 

There was even a Super Monkey at one point...

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The original Captain Marvel has two sidekicks - A girl named Mary Marvel and a boy named Captain Marvel Jr.  Then he had FOUR zany friends, Fat Marvel, Tall Marvel, Hillbilly Marvel, and Uncle Marvel (who usually couldn't do anything because his "shazambago" was always acting up).

They weren't Kid Sidekicks, and all but Uncle Marvel had the same powers as Cap, so they weren't "weaker sidekicks". Buletman and Bulletgirl would be similar, as would Hawkman and Hawkgirl.

 

 

And don't forget another Golden Age staple - Super Pets!  Superboy had Krypto the Superdog, Supergirl had Streaky the Supercat, and the Marvel family had Hoppy the Marvel Bunny.

 

There was even a Super Monkey at one point...

I'd call them silver age. Krypto first appeared in 1955, Streaky the Supercat was a Supergirl character, and she was Silver age, Hoppy was Golden Age, though.

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A lot of these ideas are ones that don't translate well into modern gaming for a couple of reasons.  First, they detract from the strong hero image that players like to play - its an escape from being Joe blow normal guy or even feeling sub-normal in life.  Second, these concepts were aimed at kids, trying to pull them more into the story by giving them someone their age to identify with and imagine being, but few gamers are in that age group.  And third, they were from a more innocent time.  Now, Batman hanging out with Robin makes people giggle and poke each other like 7th graders in the sex ed class.

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Comic Books were popular among U.S. Soldiers during the war, and the stories reflected that.  Heroes were straight shooters who fought even without any reservations.  They played by the rules and fought fair.  Crime Fighters were defenders of law and order, not vigilantes, and thus brought the Villains in alive if possible.

 

In Champions terms they had the Psychological Limitations: Code of the Hero (Very Common/Strong), and Superpatriot (Common/Total)

 

The Vulnerability: Ambushes/Treacherous Attacks should be standard as Heroes seemed invulnerable because of their skills were often taken down with a blow to the back of the head, or a chloroform soaked cloth.

 

Combat Luck was far more comment then bulletproof vests in the era, the latter being bulky.

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The National Resources Mobilization Act did not receive Royal assent until 21 June 1940, and although it authorised conscription for home defence, your Canadian will not be receiving his questionnaire for some months yet. Canadian conscripts will not be sent overseas until the late fall of 1944.

 

A bigger problem is why wouldn't a character enlist voluntarily? After all, being a superpatriot is close to mandatory for Golden Age characters. That's why I discussed characters who can't enlist in an earlier post.

 

Historical trivia: Australia also had conscription for home defence only. Unfortunately, "home" included New Guinea, scene of some very nasty and sustained fighting.

 

By the end of the war, Militia/Citizen's Military Forces/Australian Military Forces units (which included conscripts) were being upgraded to (notionally all volunteer) "Australian Imperial Force" units, which could be deployed anywhere.

 

The Australian units involved in the occupation of Japan were drawn from both Militia and AIF sources.

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The Vulnerability: Ambushes/Treacherous Attacks should be standard as Heroes seemed invulnerable because of their skills were often taken down with a blow to the back of the head, or a chloroform soaked cloth.

I really like this idea, something to consider for a campaign setting if I ever write it up.

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A sub-group of sidekicks is the Love Interest.  Hawkman had Hawkgirl, Dollman had Dollgirl, Rocketman had Rocketgirl, and Bulletman had Bulletgirl.  All had similar powers and could be bought as a Follower as well as a DNPC Slightly Less Powerful.  As a Follower they would be useful in fighting crime, but when the GM rolls on the DNPC then the villains will kidnap the Love Interest.  

 

It's best they have Contortionist just in case.

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Generic Golden Age Superhero

 

Male Char Female

20 STR 15

18 DEX 20

20 CON 18

12 BODY 11

18 INT 18

11 EGO 14

20 PRE 20

18 COM 18

8 PD 7

6 ED 7

4 SPD 4

8 REC 7

40 END 36

32 STUN 28

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Acrobatics 13-

2 AK: City 11-

3 Breakfall 13-

12 Combat Luck +6 rPD +6 rED

3 Contortionist 13-

3 Criminology 13-

3 Deduction 13-

3 Fast Draw 13-

20 Follower: 100+ Disadvantages (Sidekick)

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

1 Use Martial Arts with Weapon

3 Oratory 13-

3 Paramedic 13-

2 Rep: Crime Fighter 11-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 100 Points

 

Cost Powers

5 ES: RPT, OAF: Radio (-1)

20 Running +5", 8x NCM, No END (+1/2), OIF: Motorcycle (-1/2), or Flight 10", 8x NCM, OIF: Jet Pack or Wihgs (-1/2)

25 Weapons Package

Weapons Package One

20 EB 8d6, [16c] (-0), OAF: Pistol or Throwing Weapons (-1) or EB 5d6, NND [LS: Self Contained] (+1), [8c] (-1/2), OAF: Sleep Gas Gun (-1)

5 HA +2d6, HTH Attack (-1/2), OIF: Gloves (-1/2)

Weapons Package Two

10 HA +4d6, HTH Attack (-1/2), 1/2 END (+1/4), OAF: Shield or Club (-1)

15 Missile Deflection [All Ranged Attacks] +5, OAF: Shield (-1)

Total Powers Cost: 50 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

15 Hunted: Arch Enemy (As Powerful/NCI) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Of The Hero (Very Common/Strong)

20 PsyL: Superpatriot (Common/Total)

10 SocL: Secret Identity (Occasionally/Major)

15 Vuln: Ambushes/Treacherous Attacks, 1 1/2x STUN (Very Common)

Total Disadvantages Cost: 250 Points

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Generic Golden Age Sidekick

 

Male Char Female

15 STR 10

18 DEX 20

15 CON 13

12 BODY 11

13 INT 13

11 EGO 14

15 PRE 15

18 COM 18

7 PD 6

5 ED 6

4 SPD 4

6 REC 5

30 END 26

28 STUN 23

Total Characteristics Cost: 75 Points

 

Cost Skills

3 Acrobatics 13-

2 AK: City 11-

3 Breakfall 13-

12 Combat Luck +6 rPD +6 rED

3 Contortionist 13-

3 Criminology 12-

3 Deduction 12-

3 Fast Draw 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

3 Paramedic 12-

3 Shadowing 12-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 12-

Total Skills Cost: 75 Points

 

Cost Powers

5 ES: RPT, OAF: Radio (-1)

20 Running +5", 8x NCM, No END (+1/2), OIF: Motorcycle (-1/2), or Flight 10", 8x NCM, OIF: Jet Pack or Wings (-1/2)

25 Weapons Package

Weapons Package One

20 EB 8d6, [16c] (-0), OAF: Throwing Weapons or Pistol (-1), or EB 5d6, NND [LS: Self Contained] (+1), OAF: Sleep Gas Gun (-1)

5 HA +2d6, HTH Attack (-1/2), OIF: Gloves (-1/2)

Weapons Package Two

5 ES: RPT, OAF: Radio (-1)

10 HA +4d6, HTH Attack (-1/2), 1/2 END (+1/4), OAF: Shield or Club (-1)

15 Missile Deflection [All Ranged Attacks] +5, OAF: Shield (-1)

Total Powers Cost: 50 Points

 

Total Cost: 200 Points

 

100+ Disadvantages

15 Hunted: Superhero's Arch Enemy (More Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Novice Hero (Very Common/Strong)

20 PsyL: Superpatriot (Common/Total)

10 SocL: Secret Identity (Occasionally/Major)

15 Vuln: Ambushes/Treacherous Attacks, 1 1/2x STUN (Very Common)

Total Disadvantages Cost: 200 Points

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I refined the Generic Gold Age Superhero and Sidekick.  They both have a radio and either Running (Motorcycle) or Flight (Jet Pack or Wings).  There are two weapons packages.  One is a ranged weapons package with either an EB (Throwing Weapons or a Pistol) or an EB NND (Sleep Gas Gun), and a pair of HA +2d6 (Gloves) for HTH Combat.  The other is a Missile Deflection (Shield) and a HA +4d6 (Either a Club or using the Shield as a weapon).  Both types have paid so they can use their Martial Arts with the HA Attacks.

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Golden Age Superman

 

Val Char Cost

50 STR 40

15 DEX 15

25 CON 30

14 BODY 8

13 INT 3

10 EGO 0

20 PRE 10

18 COM 4

25 PD 15

15 ED 10

4 SPD 15

15 REC 0

50 END 0

52 STUN 0

Total Characteristics Cost: 150 Points

 

Cost Skills

2 AK: Metropolis 11-

5 CSL: HTH Combat +1

3 Deduction 12-

1 Disguise 8-

1 FB: Press Pass 

3 Interrogation 13-

2 Navigation [Air] 12-

2 PS: Newspaper Reporter 11-

3 Rep: Superhero 14-

3 Streetwise 13-

Total Skills Cost: 25 Points

 

Cost Powers

20 Damage Resistance 25 rPD 15 rED

8 ES: N-Ray Sight [Lead], Concentrate 1/2 DCV (-1/4)

6 ES: Telescopic Hearing +2, Telescopic Sight +2

24 Flight 10", Variable Advantages (+1/2), [Megascale 1km, 1/2 END, or Use Underwater Only (-1/4)]

9 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum

8 LS: Self Contained, Cost END Only To Activate (-1/4)

Total Powers Cost: 75 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DNPC: Jimmy Olsen (Unaware Useful Normal) 8-

5 DNPC: Lois Lane (Unaware Useful Normal) 8-

10 Hunted: Luthor (As Powerful/NCI) 8-

20 PsyL: Code Of The Hero (Very Common/Strong)

20 PsyL: Superpatriot (Common/Total)

10 SocL: Secret Identity [Kal-L/Clark Kent] (Occasionally/Major) 

15 Suscept: Green Kryptonite, 3d6 STUN/Minute (Uncommon)

Total Disadvantages Cost: 250 Points

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