Tuesday, August 16, 2016

Mystery Men Comics #1 - pt. 3

I am going to start a dangerous (for myself!) precedent today and allow myself three days to discuss this particular issue.

So -- back to The Blue Beetle! Tear gas canisters would be an uncommon enough item to keep them off the starting equipment list, but it's not rare enough to be anything but a mundane trophy item. Now, a tear gas capsule, on the other hand, is a pretty potent example of miniaturization. It's too small to contain the gas, so it must be releasing something that mixes the chemicals already in the air.

This is D-13, Secret Agent. In his inauspicious debut, D-13 strips down to his bathing suit and gets caught, kind of literally, with his pants down.

Now, currently, there is no distinction in Hideouts & Hoodlums between grappling holds; you have the same chance to achieve and to escape a one-arm hold as you do a two-arm hold. I'm thinking of changing that in 2nd edition.

This feature of a radio-controlled door, that opens when it hears the door tapped, seems like a good trick for a hideout.


We've seen a LOT of the flooding room trap already, but it's almost a novel twist to tie the prisoner up and hang them upside down in the flooding room trap. D-13 has trouble freeing his feet, even though he was working his hands free -- separate skill checks to escape both?

It's an awful easy trap to escape, though, to leave the door unlocked and unguarded.

And lastly, should ranchers be statted for the mobster section? Hmm...

I'm not sure what to make of this one. That leapfrog off a man's back and then vaulting over the wall sure looks like a Mysteryman stunt to me. Should spies be statted as Mysterymen instead of Fighters? In some ways it makes sense to, especially if you're not using the optional Spy class.


Haha, I can't believe they fell for the cablegram trick! (This is Lt. Drake of the Naval Intelligence, by the way.)

(Scans courtesy of Digital Comic Museum)

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