The theme for today's post is stunts, a game mechanic from the Hideouts & Hoodlums supplements that is being radically overhauled for 2nd edition. In 1st edition, stunts had one-shot activations, like powers and spells, and then automatically worked so long as you made it into the duration before it expired. What will replace this are skills, that you always have a random chance of succeeding at. Mysterymen will still get a chance to use stunts -- a limited number of times per day they can auto-succeed at a skill, with extra panache.
So, despite how heavily the new rules will talk about Mysterymen, they apply equally to Cowboys. Cowboys are from Supplement III: Better Quality, will not make it into the 2nd edition Basic Rules book, but might make it into a later book expanding Hero creation options for different settings/genres.
Here, we see Tom Mix and another cowboy performing a stunt together. Leaping from one moving horse to another seems like a skill anyone might have a chance to accomplish -- though I would make it an expert skill with a lower chance. But leaping while your hands are tied behind your back? That's something extra, and has to be a stunt.
This is something that I had not considered a skill at first, probably because Heroes don't resort to it too often, but hiding is definitely a skill.
Captain Easy is often a good source of inspiration. Here, he teaches H&H players a thing about perseverance! Without any clues to go on where the pirates who kidnapped the girl he was responsible for are hiding, Easy and Tubbs start visiting every island where they could be hiding and checking every one. They have searched 17 islands so far at this point, and are about to finally strike pay dirt on the 18th...
This is a situation where a stunt, Increase Speed, that originally debuted for the Cowboy class, made so much sense that it was also given to the Aviator class (in The Trophy Case v. 1 #6-7), and then to Paladins in Supplement V: Big Bang. Now it makes sense to just let everyone have a chance at it, which is why it will now be a skill.
I don't have a lot to say about this, and any wargamer worth their minis already knows this, but tactics are important even when your Hero is in a Naval battleship, or a bomb-dropping blimp.
The tropes of the genre work both ways. There's no way that mask should be able to conceal anyone's identity. But if it works for the heroes, it works for the villains (and everyone still has to save vs. plot to recognize him through the mask).
(Scans courtesy of Comic Book Plus)
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