Tuesday, April 12, 2016

Keen Detective Funnies v. 2 #2

And we're back!

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.

Speaking of secret doors, this page made me think about secret doors in hideouts and -- how do the mobsters who need to use the doors know how to find them? It makes sense that there would be a secret marker over secret doors that, if you knew what to look for, you would spot right away -- like the sun emblem that appears to be over this secret door. Of course, if you use that in your hideout, then once Heroes figure out the secret marker once, they'll know where all the secret doors are. But maybe that's not such a bad thing.

This is Ben "Little Dynamite" Trumpson. I could point out that this car chase is resolved with evasion instead of combat, and Hideouts & Hoodlums' car chase mechanics need to account for both. I could point out that smokescreen ejectors have been on the H&H trophy list since Book II: Mobsters & Trophies.  I could point out that playing a Fighter who is really a beat cop makes it real easy for the Editor to dole out plot hooks to you, but could also give the campaign a "railroad-y" feel, since you would be under orders to take up quests in the order given to you. But I'm mainly pointing this out because it might be the first published work by Jack Cole.

"We've invented a secret compartment in the back of a car! We call it...a trunk!"

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.
Proof that you get more than one chance at open doors rolls.

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?

I need vehicular combat rules with something about ramming damage.

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.



This is Stoney Dawson, who takes a flesh wound to the head from a gunshot and is just "dazed".  We don't have rules for dazing in H&H.  It was possible Stoney was knocked out, but recovered after a short rest. Another possibility is to have a low chance after any damage of being temporarily stunned.

Also note the medieval castle -- you can still have those in H&H!

(Scans courtesy of Comic Book Plus)



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