Meet Dean Denton. He's a scientist-ventriloquist -- yeah, I'm still wrapping my head around that -- who turns his talents towards fighting crime. Not too surprisingly, Dean never once relies on ventriloquism in this adventure, but he is clearly a scientist.
When I developed the Scientist class for Supplement III: Better Quality, my focus was solely on making a class specialized in inventing things. But Dean, perhaps the first scientist-adventure hero original to comics, never invents anything in this story. Instead, he's good at gathering information, short-circuiting power to sections of the hideout, and finding secret doors.
I can also point out the pacing of this scenario. I think my players would balk if I had them spend six days in the trunk of a car waiting for a wandering encounter. But then, I don't like to hand-wave time passing too quickly.
And then there's the interesting idea of making a parking garage into a hideout.
I also had an idea today for a new rule about playing possum. It will become such a cliche in comics, that playing possum should afford some game mechanic advantage. Maybe allowing for a new surprise roll if your opponent fails a save vs. plot?
It's also really interesting how it takes Trumpson "two weeks" to heal from "a few cuts and bruises". Of course, the police chief could be exaggerating -- or, this could be proof that, outside of getting some hit points back after a "short rest", that healing should be a slow and laborious process in H&H.
Also note the medieval castle -- you can still have those in H&H!
(Scans courtesy of Comic Book Plus)