I've always stressed how a Hero can only -- with specific exceptions -- get one attack per turn. So how do I explain Blue Beetle getting to attack four hoodlums at once with a ladder? Even the Multi-Attack power would only get him three attacks, and this sure doesn't look like Flurry of Blows. But, what if this isn't an attack, but a trap? Maybe BB has a chance of setting up a trap (with a skill roll). As a trap, it can be made to have an area of effect instead of a single target.
Serious, Inspector Bancroft? He just gave you the name of the hotel, the hotel room number, who to ask for, and when to ask for him -- that's about four times as much information as I give out in my clues. And you were waiting for a personalized invitation?
You can tell Bancroft is low-level because it says he's being overwhelmed by "superior numbers", but there's only two of them. Well, I guess two is more than one!
Note how easy it is for the bobby to shoot the knife out of the mobster's hand, despite the fact that the knife isn't far from Bancroft's face. That bobby wasn't too concerned about missing! Also note that bobbies, traditionally, didn't carry guns.
Nope, nope -- calling shenanigans here! There's no way Bancroft jumped 40' into the seat of a car and landed safely because the seats were so cushion-y. Take your falling damage and like it, Inspector!
Smashing a window should be easier than busting a door down, so I'd treat this as a skill check instead of wrecking things.
When you shoot inside a plane, I would reach for my copy of The Trophy Case v. 2 no. 8 for the plane mishap table. In fact, I keep referring to that so often on this blog that I need vehicle mishap tables for my 2d ed. basic book...
This is D-13, Secret Agent. Recognizing fake accents is apparently an automatic skill, a skill that the Editor can ask the player to roll for, and not just when the Hero intentionally tries something.
I'm still not comfortable with searching being an automatic skill, though. I think players should have to announce they plan to use a skill in most cases, with a few exceptions.
5,000 nomads may seem like too much opposition for one scenario, but here the goal isn't to beat them; the Heroes win if they keep them out of the fort for the entire session.
Waaiiit...do I have to call shenanigans again already? If the fort is surrounded by 5,000 nomads, how do you sneak the entire regiment holding the fort out the front gate and into the same hills, without being seen? Is this some back door gate the nomads forgot to watch? I would never let this work in one of my games.
This is from the next story of Denny Scott of the Bengal Lancers, and this is why I hate hunting stories. That tiger was just minding his own business, not bothering anyone, until he got shot and wounded. Then he goes into a mad attacking spree, hurting that poor elephant.
It took an hour of hunting to find the tiger, which is pretty quick for a wandering encounter -- though one of the hunters still griped about how long that took. The sudden appearance of the constrictor snake is unusual; it's way too soon for another wandering encounter roll, so the Editor would have had to plan for both animals to be encountered together.
The elephant failed its morale save and flees. That's as per the rules. The morale rules imply that the victim moves directly away from its attacker, but the implication here is that the elephant moves in a random compass direction, and can even move back towards its attacker. I'm not fond of that, as it seems like an extra punishment for failing a morale save, but I'll give it some thought.
(Scans courtesy of Digital Comic Museum)
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