An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Monday, April 20, 2015
New Adventure Comics #12
Nomads are an obscure mobster-type in Hideouts & HoodlumsBook II: Mobsters and Trophies and one I always debated over including; there just didn't seem to be much I had that set them apart from brigands. Now I can see that nomads should, instead, stand out as the only mobster type that specializes in horseback combat.
As the Gold Dragon serial shows, "gold pieces" can still turn up as a form of treasure in a modern-day adventure -- at least ones taking place outside the U.S.
Sometimes I just ignore silly creatures in the funny strips, but the tree cobra seems like an interesting idea, so -- why not? -- I'll talk about the elephog as well. The elephog, an evolutionary dead-end that includes characteristics of elephants and giant hogs, would be a 9 HD monster. A tree cobra, on the other hand, would likely be no more than 2 HD, with its poisonous bite being more dangerous than its combat abilities.
The Spy character class debuted in The Trophy Case v. 2 no. 5 and remains unplaytested, to my knowledge. Spies, as Sandor demonstrates, make useful allies, even if just Supporting Cast Members. Spies should also have a higher than normal chance to hear noises, as demonstrated here.
I normally ignore imaginary tales/dream sequences...but it seems this imaginary glimpse into the year 3000 was meant to be taken seriously. Some standard equipment items we can expect our police to have by then include "thought vibrators" (not as dirty as it sounds) that detect evil thoughts over a long range, one-man space flyers, and ingestible transmitters that allow their superiors to hear everything around them (not unlike dashboard cams).
Also standard issue are invisibility bills and a hypodermic needle that injects some sort of sleeping poison. Invisibility pills are the one thing already found in H&H (Book II, of course!).