An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Saturday, March 26, 2016
Star Ranger Funnies v. 2 #1
You wouldn't think someone would give these things much thought, but I have long wondered, if hillbillies were a mobster type, how to stat them differently. Apparently, hillbillies would have a big bonus to save vs. poison.
Strong drink has strange effects on people in comic book campaigns that are light in mood. In this instance, moonshine can make people save vs. science or jump right out of their clothes.
This is actually sound combat strategy (provided no one can shoot you while you're knocking the bee hives down the hill).
And just when I was thinking that everyone should have a chance to track, here comes the Frontier Mysteryman, the Ermine, making a case for tracking being a special skill. Or maybe everyone should have a chance to cover their tracks, and then only a special tracker can still track covered tracks...?
This is so subtle that I almost missed it. We start the page in broad daylight. The sheriff is measured for a coffin and -- the implication is -- he punches the guy out cold. The guy is seen later, at night, coming around. Now, this is clearly a joke page, but it's still the first evidence I've seen of Hideouts & Hoodlums getting healing right from the start; that healing is very slow and takes hours to get a hit point back.