Friday, October 28, 2016
Amazing Man Comics #5 - pt. 2
We know the mech spiders are tougher than a beat cop can handle. Those huge robots fall very quickly to Iron Skull, faster than we can really get a feel for how tough they are, or would be against normal foes.
But that's not what I'm sharing this for. What I wanted to call your attention to is the last panel, and the expectation of the expedition lasting three months. That's pretty long for a single scenario, unless it features a lot of traveling. And even then, you'd best be sure your players are okay with spending a lot of their play time on travel and not on hero-stuff.
One is about tracking across water. It's easy to forget about how telling wet footprints would be, so if the tracks were recent, I would give no penalty to the roll to track across water.
The other point is about combining mobster types, as I've recently brought up. Here we see what drunken natives would look like, as a combination of drunken hoodlums and natives. And, while I could lump all human archetypes into one "Man" entry, with only modifiers for each sub-type (i.e., +1 HD for thug, drunk breath weapon if drunken, better tracking if a native), I don't think I want my mobster section to look like that. So I'll let Editors work on combining mobster types on their own.
We can also infer from this that people shrunk in this fashion retain little of their mass and strength, or they wouldn't need poison weapons.
Also, if it wasn't already clear, Minimidget is not a Hero. So this is not an exception to my "Heroes can't use poison" rule (which is now codified in 2nd. ed., if I never wrote it before).
(Scans courtesy of Digital Comic Museum)