An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Sunday, April 5, 2015
Robbers (found in Hideouts & HoodlumsBook II: Mobsters & Trophies) are a little boring, game mechanic-wise. They need some of the skills of the Mysteryman class, like open locks.
The Spinner tells a story of a deep-sea diver. Old-fashioned diving suits and acetlyene (cutting) torches are found in Book II.
Bighorn rams would be 2 HD animals.
Windy's talking crow gets him into trouble. But is it a mobster? It's too small to even have a hit point. It's not a trap, though it does get Windy into considerable trouble. No, it's a Supporting Cast Member! SCMs do not have to be friendly or even supportive; you (the player) just have to be responsible for pulling them into your scenario. This talking crow could have just been the Editor's flavor text, but Windy's player decided to take it with him (after a successful recruitment roll) for the XP gain or simply just something to interact with in-character.
Another goat? I need to go back and start a running tally! Seriously, Golden Age, how many jokes do you really think you can get out of a goat?
Hobos are tough in a fight! Did I err in never statting them as a mobster-type? They're good at stealing things, too. Or should this hobo simply be statted as a robber?
One of the advantages of having all weapons do the same damage is that Hezzy of the Hills can throw a rock and it's just as effective as shooting a gun at someone (except for range). This, in actual practice, has never prevented H&H Heroes from stockpiling firearms but, sigh, it's a start.