Monday, July 13, 2015
The Funnies #12 - pt. 1
Poisonous incense, which gives off a toxic gas when heated, would be a trophy item.
In a more enclosed space, like a single room, this trap would be more efficient. Spread out through a portion of the hideout, the gas' onset time is slowed to 30 minutes.
Torture devices could be common features in a hideout. Here we see dental equipment set up in a separate room, reserved for torturing prisoners.
Note how the windows do not allow anyone to jump out into the water; all the windows face a walkway that encircles the building and is patrolled by mobsters.
Another word about the hideout, though -- note how much more challenging the scenario is made by the hideout employing a lookout who can alert the mobsters inside. Had Easy been able to surprise the hoodlums inside, this encounter would have gone much differently.
Checking small details, like the number of cigarettes in a tray, is a good tip for players. It may not always be important, but you may often learn something useful from such details.
Combat in Hideouts & Hoodlums is already dangerous enough without adding complications, like continuous hit point loss from untreated wounds. I would prefer to explain this as a new stunt, Endure Injury, which lets a Hero continue acting for 1 turn past reaching zero hit points.
(Scans courtesy of Digital Comic Museum)