Monday, February 23, 2015

Popular Comics #6 - pt. 2

Popular Comics always seems to give me a lot to talk about!

Today we start off with a page of The Gumps. I'm not sure if anyone is ever going to run an arctic-based Hideouts & Hoodlums campaign, but it could happen, so I better talk real quick about movement through snow and dogsled speed.

Thick snow slows a man on foot down, from a Move of 60 ft./turn down to, most likely 30 ft./turn (depending on conditions).  A dogsled can, initially, haul at a speed of 65 ft./turn and keep this rate of speed up for 1d6 hours (with an "exploding die" -- on a 6, the dogs can be kept going another 1d6 hours at the same speed).  Eventually, a dogsled is going to slow down to a speed of 40 ft./turn.

But, the real advantage of the dogsled isn't speed; it's avoiding fatigue. A man on foot, walking at speed through heavy snow, is going to be constantly fatigued. A man riding on a dogsled is always fresh and vital.

Bear in mind that the revised version of H&H is going to have slightly different Movement rules and may or may not have a fatigue rule...

Long before Daredevil, Moon Mullins here introduces us to the first boomerang in comic books. The boomerang is going to be a standard equipment weapon in the next edition of H&H.



Don Winslow U.S.N. goes diving in this installment, wearing an antique diving suit (or, by the 1940s, is already an antique) and carrying an electric lamp. The flashlight is standard equipment in H&H, but how the electric light is carried should be mere flavor text.

No, the more interesting thing here is the natural trap of the undertow.  An Editor could go one of two ways here: either making the diver make a save vs. science each turn (exploration turns) underwater to avoid being swept off in the undertow, or make an item save vs. non-Superhero wrecking (as found in the back of Book II: Mobsters & Trophies) each turn until the line is broken.

Captain Nimbo is not a very impressive villain name, but that suit of diving armor Nimbo is wearing certainly is.  I would probably treat that as a flak jacket, or Armor Class 5.



Water moccasins are rare in comics, but one of the more dangerous snakes one is likely to run into in a realistic scenario. Although they only have 1 hit point (1/6 HD), their bite requires a save vs. poison or the victim will be stunned by pain for 1d6 turns.

A giant water moccasin, though, would be up to 24 ft. long, have 1+1 HD, and a potentially lethal bite. Wait to see if that makes it into the next edition!




And, lastly, in the horrendously named White Boy in Skull Valley, we see more environmental affects on characters in the game, this time in a dust storm. Each turn spent in a dust storm without adequate shelter or protection, a Hero should have to save vs. science for each of these conditions: blinded for 1d6 turns, deafened for 1d6 turns, or choking for 1d4 points of damage!

It is also worth pointing out that, under normal conditions, wind does not affect one's chance to hit with missile weapons at all.  Particularly strong gusts, however, like before a dust storm, may confer some penalty at the Editor's discretion.



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