Saturday, February 25, 2017

Speed Comics #3 - pt. 3

We return to Crash, Cork, and the Baron in time to see the Baron snag his rope ladder on a sapling -- which is an odd occurrence in Hideouts & Hoodlums, since there are no fumble mechanics here.  There seems to be no reason for the ladder to get snagged other than Editor's fiat, especially given how empty the terrain seems to be around it. Yet, if the terrain was covered in more features, the Editor would be fair in declaring that the Baron's player would have to save vs. plot to avoid his ladder getting snagged on something as he flew past.

*ahem* African "white ants" are actually termites. I think the writer meant "red" ants here.

Crash thinks it's easy to escape those bonds, but it's up to the Editor (in 2nd ed.) to decide if this is a basic or expert skill, and then assigns the die roll to you to determine success (based on race and level).

This is from Ted Parrish, the Man of 1000 Faces.  The mobster he's punching folds after one punch. It's reasonable to roll for morale every turn of combat, unless the bad guys have an obvious advantage.

It's also interesting that the mobsters at the hideout have a special warning knock they can signal each other with.

This is Biff Bannon of the U.S. Marines, looking particularly cartoony today.  I've written before about how a convenience leading to a trap escape (termites here) could be either Editor's discretion or the player requesting it and winning it with a save vs. plot.

No, what strikes me here is that a sea plane is just sitting there in the water, right next to some type of naval ship, unmanned and seemingly abandoned there. It's odd -- but it's exactly like the "summon aircraft" ability of the Aviator class, from The Trophy Case #6.

A submarine of this size seems awfully ..well, overkill for what appears to be a mob of six hoodlums. And yet, this raises a good point that trophy tables are random and you never know who or what will wind up with something really good!

This is Smoke Carter.  I like the scenario I see here -- Smoke simply has to get from point A to point B (point B being a boat that's on fire) without being stopped, and mobsters along the way want to stop him. So there's a falling bridge to overcome (beat it in initiative to go under it in time), and mobsters in boats you pass taking potshots at you.

I don't understand how the mobsters are fooled by a thrown coat, though...

This has got to be a first -- Smoke throws a grenade at someone, to save them, and it works.  What this writer would have you believe is that you can choose between damaging opponents or wrecking things with explosive weapons. I'm not comfortable with that distinction for H&H, as it makes them too easy to use.

Also worth noting, all story long, they've been called "bombs", but this reference to one being a "pineapple" leads me to believe "bomb" was being used for "grenade".

Well, I'll be!  When I introduced giant mosquitoes in Supplement I, I thought I was just giving the game its own version of stirges. Imagine my surprise when it turned out there actually was a giant mosquito in a comic book -- and the same size too!

Giant mosquitoes are good enough fliers to carry away a full-grown woman. They're also smart enough to follow orders like a dog. Who knew?

(Scans courtesy of Comic Book Plus)

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