Today's entry might be mostly price examples, but we'll get to game mechanics later on.
First, in Fritzi Ritz, Nancy finds a wishing stone that doesn't work for her -- but this made me think about wishes, or just powerful magic in general, and the issue of how common these things should be in a Hideouts & Hoodlums campaign. Should a wishing stone be just randomly hidden in plain view in the urban setting, that the Heroes may or may not find? Or
should it be at the end of a long quest involving beating dragons and giants?
In the next page, Fritzi rents a canoe for $3, and that does seem like a lot, because Ella Cinders was able to rent both a boat and aquaplane for just $3 per 15 minutes three issues ago. Now, maybe Fritzi can keep the canoe much longer, but the point to remember here is that you can't separate Heroes from the money they've been accumulating with high starting price points,
because that's not how things worked in the '30s and '40s. You didn't just go up to a guy with a canoe and offer him $100 to buy it outright; he'd look at you funny like you were up to no good, or trying to pull one over on him.
Also, on the subject of pricing, Frankie Doodle buys baloney by the nickel and buns are two for a nickel at the grocery store.
I can never tell if the dates are legitimate or just made-up, but How It Began seems to be legit when it gives us things like a timeline for bullfighting -- which could be handy during a time travel adventure. You wouldn't want to plan a bullfighting scene in a 1350 scenario and have a smart player telling you that bullfighting wasn't happening then.
Electric toasters for just 69 cents. Granted, it's a special sale price, but still...
We're now jumping ahead to vol. 3, no. 8 (Dec. 1938).
We do have a game mechanics issue to discuss on this one. The grappling rules, as they currently stand, require both the attacker and defender to spend the whole combat turn making grappling attempts at each other; the only time a bonus action is inserted is when the victim wins initiative before the grappling combat starts. But here, the Professor is able to get "bonus actions" of slipping capsules out of his belt and rubbing them under noses during grappling. Or is he? He doesn't manage to when facing a Hero in battle, and I've already established that the Editor can hand-wave combat rules applying to non-Heroes.
As to the wrestling moves: the "aeroplane spin" is a simple throw. I don't have a good equivalent for the drop kick, but I don't think I would count that as a grappling move anyway; kicking is just another form of unarmed combat and I treat it no differently than punching.
I'm not going to bother showing you how Jim Hardy finds the clue that there's a secret door by the half-footprints right up against the wall, and I'm going to spare you how Dick Moores consistently spells clue as "clew", but I did want to show you this page because of the example of how the catch for opening a secret door can be hidden in plain sight. Also, the novelty diner as hideout was an idea I thought worth sharing.
Here we see that animal attacks can disarm as well as attacks from people (indeed, just a page earlier, a mountain lion swats Bill's rifle from his hands in almost identical fashion).
Large eagles might need to get statted at some point, as this one is strong enough to partially raise a young man into the air. It's tricky to do and stick to my formula of 1 hp = 30 lbs, since the largest eagles in real life are no more than 17 lbs.
And now we come full circle back to Fritzi Ritz, with an idea you can use in your hideouts -- a trophy room where all the animals are stuffed, except for one real one hiding among the others, that can really attack!
(Scans courtesy of Comic Book Plus.)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label Broncho Bill. Show all posts
Showing posts with label Broncho Bill. Show all posts
Wednesday, May 8, 2019
Tip Top Comics #30, 32
Labels:
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clues,
disarming,
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Jim Hardy,
magic,
new mobsters,
prices,
secret doors
Saturday, May 4, 2019
Tip Top Comics #29, 30
Moving on to vol. 3, no. 5 (Sept. 1938), we rejoin Broncho Bill as he's doing some trick shooting. But how we do make this work in game mechanics? How do we transfer the shooting attack to a deflect-hot-poker-into-face attack? A push attack against a non-living object? Yes, that's possible. A stunt? I've written at length about using the Mysteryman class to emulate cowboys (en lieu of needing a separate Cowboy class), but stunts are supposed to be separate from combat (so as not to eclipse the
need for the Fighter class). But what if that was made different for Cowboys? What if Cowboys could use stunts in combat for trick shots, as long as the shots did not directly hit a living target? That might work, as long as the Cowboys gave up some other benefit of the Mysteryman class, for balance.
Now, on this strip, we learn that falling 175' means "certain death," which may seem strange to our eyes because we're used to thinking of 175' feet as 17d6 damage and, under normal
circumstances, that only causes unconsciousness in Hideouts & Hoodlums. But this is a case that almost screams out for realism; perhaps a house rule that 60 points of damage all at once always causes death would not be unreasonable.
I don't get the joke in Benny (not unusual, I never find this one funny), but it does give us the prices for men's hats ($3-5), gum (1 cent), and haircuts (20 cents). It's also worth mentioning that this looks much closer to a gumball machine than the gum vending machine we saw in Chris Crusty just days ago.
Wow, this is one mean-spirited fun house. Is that clown zapping Phil with a cattle prod? There is some great fodder here that I wish I'd seen soon enough to send to Jo Kreil before module RT2 Adventures in Fun World got written!
The amethyst story is somewhat interesting, but the true "gem" here is "The Enchanted Cave of Richmond Hill." Now, I don't believe that was really King Arthur in the cave, because why would Arthur have a diamond-encrusted sword with him when Excaliber was returned to the Lady of the Lake? But the idea of a spooky cave that looks trapped, but actually rewards you if you're brave enough to go up and touch stuff -- that idea I'm stealing.
Now we're moving on to vol. 3, no. 6 (Oct. 1938).
You've never seen Divot Diggers on this blog before, as it's a super-specific subject for a comic strip and doesn't lend itself to adventure. But, it does give us some pricing hints this issue,
starting with $20 for what I'm guessing is some kind of medicinal liniment, and then in the next one the remarkable sum of $500 for a rug (though we've talked before here about how, while many things were cheap in the 1930s, there was still plenty of high-priced stuff for the rich to blow their money on). The lesson here is, when
looting a hideout, check those rugs to see if they're valuable (and try not to get any blood on them!).
We haven't seen much of Joe Jinks on this blog, and certainly not since he started teaming up with Dynamite Dunn. I still don't care for either character, but I do like the snooty rich boxer they encounter here (stealing that character!). I also share this because this is the first I've ever heard of a boxer's license badge.
And lastly, while I get that this is just a stage magician and likely not a true Magic-User, I'm intrigued by some of the tricks he does and wonder if we need to discuss how they would work in H&H. Many of these stunts -- the rabbit out of the hat, the box sawed in half, the disappearing juggling balls, are just sleight of hand tricks and, hence, require expert skill checks. But, I can't say I've ever heard of a stage magician appearing to impale his assistant with a sword before. Could that be an actual spell -- and what spell would it be? Phantasmal Image of a sword, perhaps?
...I also don't get the "Rubber!" joke at the end.
(Scans courtesy of Comic Book Plus.)
need for the Fighter class). But what if that was made different for Cowboys? What if Cowboys could use stunts in combat for trick shots, as long as the shots did not directly hit a living target? That might work, as long as the Cowboys gave up some other benefit of the Mysteryman class, for balance.
Now, on this strip, we learn that falling 175' means "certain death," which may seem strange to our eyes because we're used to thinking of 175' feet as 17d6 damage and, under normal
circumstances, that only causes unconsciousness in Hideouts & Hoodlums. But this is a case that almost screams out for realism; perhaps a house rule that 60 points of damage all at once always causes death would not be unreasonable.
I don't get the joke in Benny (not unusual, I never find this one funny), but it does give us the prices for men's hats ($3-5), gum (1 cent), and haircuts (20 cents). It's also worth mentioning that this looks much closer to a gumball machine than the gum vending machine we saw in Chris Crusty just days ago.
Wow, this is one mean-spirited fun house. Is that clown zapping Phil with a cattle prod? There is some great fodder here that I wish I'd seen soon enough to send to Jo Kreil before module RT2 Adventures in Fun World got written!
The amethyst story is somewhat interesting, but the true "gem" here is "The Enchanted Cave of Richmond Hill." Now, I don't believe that was really King Arthur in the cave, because why would Arthur have a diamond-encrusted sword with him when Excaliber was returned to the Lady of the Lake? But the idea of a spooky cave that looks trapped, but actually rewards you if you're brave enough to go up and touch stuff -- that idea I'm stealing.
Now we're moving on to vol. 3, no. 6 (Oct. 1938).
You've never seen Divot Diggers on this blog before, as it's a super-specific subject for a comic strip and doesn't lend itself to adventure. But, it does give us some pricing hints this issue,
starting with $20 for what I'm guessing is some kind of medicinal liniment, and then in the next one the remarkable sum of $500 for a rug (though we've talked before here about how, while many things were cheap in the 1930s, there was still plenty of high-priced stuff for the rich to blow their money on). The lesson here is, when
looting a hideout, check those rugs to see if they're valuable (and try not to get any blood on them!).
We haven't seen much of Joe Jinks on this blog, and certainly not since he started teaming up with Dynamite Dunn. I still don't care for either character, but I do like the snooty rich boxer they encounter here (stealing that character!). I also share this because this is the first I've ever heard of a boxer's license badge.
And lastly, while I get that this is just a stage magician and likely not a true Magic-User, I'm intrigued by some of the tricks he does and wonder if we need to discuss how they would work in H&H. Many of these stunts -- the rabbit out of the hat, the box sawed in half, the disappearing juggling balls, are just sleight of hand tricks and, hence, require expert skill checks. But, I can't say I've ever heard of a stage magician appearing to impale his assistant with a sword before. Could that be an actual spell -- and what spell would it be? Phantasmal Image of a sword, perhaps?
...I also don't get the "Rubber!" joke at the end.
(Scans courtesy of Comic Book Plus.)
Friday, May 3, 2019
Tip Top Comics #26, 27
Welcome back! Still going through back issues of Tip Top Comics, and we're still on v. 3, no. 2 (June 1938) from last time. I actually don't have a lot of game mechanics to discuss this time, so let's just jump in so I can talk about why I've chosen these pages to discuss.
This page is rather exciting because -- well, look at that lifeguard! At this same time, Centaur Comics was still publishing minstrel show-type strips of blacks eating watermelon, and here we have a normal-looking black man, acting in a heroic manner.
Less PC as far as devils are concerned, How It Began has a very interesting history of cider that makes me want to run a medieval campaign like this someday, where the Devil isn't evil so much as he's just lazy, and you never know where you might trip over him.
There is a lot of filler in this issue, which means more learning for me; I never knew this about envelopes.
We're now in vol. 3, no. 3 (July 1938).
I had never encountered the term "sky pilot" before being used to refer to a preacher. It certainly gives new meaning to the 1960s song for me.
I'm so amused by this page, probably more than I should be. Just the thought of running scared from a cow...
The polevaulting over a river that wide-looking would probably take a stunt, or at least an expert skill check (atheletes can clear 20').
Both a boat and aquaplane can be rented here for just $3 per 15 minutes. Of course, the operative word here is rented. Most businessmen will be disinclined to rent to vigilante heroes, as they tend to get things wrecked.
I'm really surprised this was ever published, teaching kids how to make firecracker bombs in people's cars and telling them it's a funny prank adults do too? Geez.
Well, this is how you set a bomb in a car with a firecracker and some spark plug wires, apparently. Knock yourselves out, future H&H Heroes needing a diversion.
In module RT 1 Palace of the Vamp Queen, I added a table that was really useful for me, a list of random things mobsters might have in their pockets. I'm pretty sure they are on it, but I'll have to go back and see if I thought of handkerchiefs, cigarettes, and a license. I'm really surprised a common mobster would be carrying $485 on him, unless he just came back from a job. Although...I'm thinking from my modern perspective of how little cash I need to carry around these days, thanks to debit cards. Maybe, back when we paid for everything in cash, this wasn't so extraordinary? If so, then I would need to rethink $1 = 1 xp if I was going to have wallets this full.
I'm hoping this filler was well-researched, because I'm certainly putting a lot of stock in it lately. This is a fascinating explanation of where the Jack and Jill story came from that I'd never heard before.
(Scans courtesy of Comic Book Plus.)
This page is rather exciting because -- well, look at that lifeguard! At this same time, Centaur Comics was still publishing minstrel show-type strips of blacks eating watermelon, and here we have a normal-looking black man, acting in a heroic manner.
Less PC as far as devils are concerned, How It Began has a very interesting history of cider that makes me want to run a medieval campaign like this someday, where the Devil isn't evil so much as he's just lazy, and you never know where you might trip over him.
There is a lot of filler in this issue, which means more learning for me; I never knew this about envelopes.
We're now in vol. 3, no. 3 (July 1938).
I had never encountered the term "sky pilot" before being used to refer to a preacher. It certainly gives new meaning to the 1960s song for me.
I'm so amused by this page, probably more than I should be. Just the thought of running scared from a cow...
The polevaulting over a river that wide-looking would probably take a stunt, or at least an expert skill check (atheletes can clear 20').
Both a boat and aquaplane can be rented here for just $3 per 15 minutes. Of course, the operative word here is rented. Most businessmen will be disinclined to rent to vigilante heroes, as they tend to get things wrecked.
I'm really surprised this was ever published, teaching kids how to make firecracker bombs in people's cars and telling them it's a funny prank adults do too? Geez.
Well, this is how you set a bomb in a car with a firecracker and some spark plug wires, apparently. Knock yourselves out, future H&H Heroes needing a diversion.
In module RT 1 Palace of the Vamp Queen, I added a table that was really useful for me, a list of random things mobsters might have in their pockets. I'm pretty sure they are on it, but I'll have to go back and see if I thought of handkerchiefs, cigarettes, and a license. I'm really surprised a common mobster would be carrying $485 on him, unless he just came back from a job. Although...I'm thinking from my modern perspective of how little cash I need to carry around these days, thanks to debit cards. Maybe, back when we paid for everything in cash, this wasn't so extraordinary? If so, then I would need to rethink $1 = 1 xp if I was going to have wallets this full.
I'm hoping this filler was well-researched, because I'm certainly putting a lot of stock in it lately. This is a fascinating explanation of where the Jack and Jill story came from that I'd never heard before.
(Scans courtesy of Comic Book Plus.)
Friday, April 26, 2019
Tip Top Comics #12, 17
Racing hydroplanes are trophy items in Hideouts & Hoodlums, but this would have been a good illustration for one, had I seen it sooner.
This is the second time Bill's tactics involve fire. Are you a pyro, Bill? A ring of fire could force animals to make morale saves to go through it, which would still do damage to them.
Don't mess with Indian medicine men (shamen would be the more appropriate term). Control Weather is a 7th level spell, so that magic-user is at least 13th level! Unless it was just a coincidence, of course...
Outdoor snow is treacherous terrain, full of (snow-)covered pit traps.
Now we're going to jump into issue #17 (Sept. 1937), and this is also the debut of Jim Hardy on this blog. Those hoodlums in the bottom right hand corner have two suggestions for good places to look for hidden treasure. The wall safe concealed behind the painting is so cliche, but buried in the shed is someplace to remember.
I continue to be surprised by how often cowboys climb, and it's what convinced me early on that cowboys should just be mysterymen.
Barrels of gunpowder can wreck an entire building; it looks like the truck category to me. And, yes, sometimes the Editor just has to wing which category to use for wrecking things, despite there being a fair amount of examples listed.
I included this strip because I wanted to highlight how, in a H&H campaign, treasure could be "buried" around you wherever you go. Not quite at Zelda-level, where you might get a gem for every blade of grass you cut, but still...it never hurts to search around.
I'm intrigued by these toy people as a sort of intelligent golem (or would living statues be closer?). Billy punches one out easily, so they can't be tough, right? Only, what level would Billy be as a magic-user? 2nd level? So maybe the toy people are 1+1 HD.
No strange monsters this time in Peter Pat, though we see our madman is so mad -- he has no clothes! We also see how treasure can be used as a lure to make Heroes move towards traps, and sometimes it pays to have a trigger -- even if it's a big obvious lever -- in the room so the trap can be activated manually. Often, it's best to let the players' curiosity get the better of them and have them activate the traps themselves!
(Scans courtesy of Comic Book Plus.)
This is the second time Bill's tactics involve fire. Are you a pyro, Bill? A ring of fire could force animals to make morale saves to go through it, which would still do damage to them.
Don't mess with Indian medicine men (shamen would be the more appropriate term). Control Weather is a 7th level spell, so that magic-user is at least 13th level! Unless it was just a coincidence, of course...
Outdoor snow is treacherous terrain, full of (snow-)covered pit traps.
Now we're going to jump into issue #17 (Sept. 1937), and this is also the debut of Jim Hardy on this blog. Those hoodlums in the bottom right hand corner have two suggestions for good places to look for hidden treasure. The wall safe concealed behind the painting is so cliche, but buried in the shed is someplace to remember.
I continue to be surprised by how often cowboys climb, and it's what convinced me early on that cowboys should just be mysterymen.
Barrels of gunpowder can wreck an entire building; it looks like the truck category to me. And, yes, sometimes the Editor just has to wing which category to use for wrecking things, despite there being a fair amount of examples listed.
I included this strip because I wanted to highlight how, in a H&H campaign, treasure could be "buried" around you wherever you go. Not quite at Zelda-level, where you might get a gem for every blade of grass you cut, but still...it never hurts to search around.
I'm intrigued by these toy people as a sort of intelligent golem (or would living statues be closer?). Billy punches one out easily, so they can't be tough, right? Only, what level would Billy be as a magic-user? 2nd level? So maybe the toy people are 1+1 HD.
No strange monsters this time in Peter Pat, though we see our madman is so mad -- he has no clothes! We also see how treasure can be used as a lure to make Heroes move towards traps, and sometimes it pays to have a trigger -- even if it's a big obvious lever -- in the room so the trap can be activated manually. Often, it's best to let the players' curiosity get the better of them and have them activate the traps themselves!
(Scans courtesy of Comic Book Plus.)
Wednesday, April 24, 2019
Tip Top Comics #10, 12
Still reviewing Tip Top Comics #10, from Feb. 1937. It is packed with United Features' also-ran comic strips -- though, to be fair, it was headlined by L'il Abner and Hal Foster's gorgeous Tarzan, but I just don't have access to those pages.
Which is why we're concentrating on strips like Chris Crusty, a strip that not even the most resolute platinum age comic strip fans talk about, but we're talking about it here because I am fascinated by this tiny gum vending machine which, if it did exist, must have predated the gumball machine we know and love but never use today.
This Joe Jinks strip is so meta that we can't ignore it on a blog as meta as this one. While Joe complains that bad things never happen as often in the comics as they do in real life, it begs the question -- for us, looking at it from a RPG perspective -- how many bad things do we want to have happen in our game sessions, in order to simulate real life?
I don't have an answer to that, as it's something for each Editor and his players to decide on as a group. When I'm running a game, I prefer to emulate real life as much as possible, with comic book characters and tropes just inserted into it as if it all made sense. But even I see that if you heap too many challenges onto your players -- without equal rewards -- they are going to be discouraged.
In Broncho Bill, we get a tactical suggestion of setting a grass fire to serve as a distraction, and
perhaps Bill can be forgiven for taking such an extreme resort since a life is at stake. And yet, from our modern sensibilities, it may rankle to see him run the risk of starting a fire that could get out of control and cause wide environmental damage. And herein lies a difficult call for the Editor and the use of the save vs. plot mechanic to restrict non-Heroic activity -- do you restrict according to the standards of the day, or our modern standard of heroism?
Let's leave aside such heavy questions to look at
Billy Make-Believe for (ahem) a spell. We have seen tree-like creatures before in comic books, but this is the closest to Tolkien's ents I have yet seen. And this is for sure the first appearance of Jack Frost in any comic book. He certainly looks comical, with his icicle nose, and he has fairy wings despite being a taller than Billy.
Not only Billy Make-Believe, but Peter Pat is turning into a font for new mobster-types -- except, as much as I'd love to stat that pink thing, what should I call it? A turtlesaurus?
Besides that, the tactic of tying the rope to
the turtlesaurus and having it pull the door open for them is pretty clever.
The only time I ever see gryphons in comic books seems to be from adaptations of Alice in Wonderland. Does this mean I need to stat mock turtles too? Should they be distant cousins of turtlesaurs?
Jumping into issue #12, this installment of Hawkshaw the Detective borrows more than usual from Sherlock Holmes, with the action being borrowed almost wholly from the story "The Adventure of the Empty House." And yet...this tiny strip also, in a way, anticipates Batman and how so many of his adversaries
have psychological hangups. One could imagine this foe being called The Pinner, if Batman faced him...
Another bizarre critter in this issue's Peter Pat! Maddeningly, these inventing animals are never given names. What do I call this? A Cheetah-Bull? It looks tough, but Peter backs it into a corner, drops a net on it, and it's completely out of the fight on the next page. 2 Hit Dice, maybe?
The madman is called a "monster," and I did stat madmen in Supplement V: Big Bang. I'll have to make sure they are featured in the Mobster Manual.
When looking for hideout dressing for scary rooms, perhaps I'll draw inspiration from this page of Fritzi Ritz.
(Scans courtesy of Comic Book Plus.)
Which is why we're concentrating on strips like Chris Crusty, a strip that not even the most resolute platinum age comic strip fans talk about, but we're talking about it here because I am fascinated by this tiny gum vending machine which, if it did exist, must have predated the gumball machine we know and love but never use today.
This Joe Jinks strip is so meta that we can't ignore it on a blog as meta as this one. While Joe complains that bad things never happen as often in the comics as they do in real life, it begs the question -- for us, looking at it from a RPG perspective -- how many bad things do we want to have happen in our game sessions, in order to simulate real life?
I don't have an answer to that, as it's something for each Editor and his players to decide on as a group. When I'm running a game, I prefer to emulate real life as much as possible, with comic book characters and tropes just inserted into it as if it all made sense. But even I see that if you heap too many challenges onto your players -- without equal rewards -- they are going to be discouraged.
In Broncho Bill, we get a tactical suggestion of setting a grass fire to serve as a distraction, and
perhaps Bill can be forgiven for taking such an extreme resort since a life is at stake. And yet, from our modern sensibilities, it may rankle to see him run the risk of starting a fire that could get out of control and cause wide environmental damage. And herein lies a difficult call for the Editor and the use of the save vs. plot mechanic to restrict non-Heroic activity -- do you restrict according to the standards of the day, or our modern standard of heroism?
Let's leave aside such heavy questions to look at
Billy Make-Believe for (ahem) a spell. We have seen tree-like creatures before in comic books, but this is the closest to Tolkien's ents I have yet seen. And this is for sure the first appearance of Jack Frost in any comic book. He certainly looks comical, with his icicle nose, and he has fairy wings despite being a taller than Billy.
Not only Billy Make-Believe, but Peter Pat is turning into a font for new mobster-types -- except, as much as I'd love to stat that pink thing, what should I call it? A turtlesaurus?
Besides that, the tactic of tying the rope to
the turtlesaurus and having it pull the door open for them is pretty clever.
The only time I ever see gryphons in comic books seems to be from adaptations of Alice in Wonderland. Does this mean I need to stat mock turtles too? Should they be distant cousins of turtlesaurs?
have psychological hangups. One could imagine this foe being called The Pinner, if Batman faced him...
Another bizarre critter in this issue's Peter Pat! Maddeningly, these inventing animals are never given names. What do I call this? A Cheetah-Bull? It looks tough, but Peter backs it into a corner, drops a net on it, and it's completely out of the fight on the next page. 2 Hit Dice, maybe?
The madman is called a "monster," and I did stat madmen in Supplement V: Big Bang. I'll have to make sure they are featured in the Mobster Manual.
When looking for hideout dressing for scary rooms, perhaps I'll draw inspiration from this page of Fritzi Ritz.
(Scans courtesy of Comic Book Plus.)
Labels:
Alice in Wonderland,
Billy Make Believe,
Broncho Bill,
Chris Crusty,
dressing,
Fritzi Ritz,
Hawkshaw the Detective,
history lesson,
inspirations,
Joe Jinks,
new mobsters,
Peter Pat,
realism,
tactics
Sunday, April 21, 2019
Tip Top Comics #7, 10
Moving through Tip Top Comics quickly...
Hawkshaw the Detective introduces us to the idea of non-classed characters/mobsters being able to "level up" certain skills.
The Captain and the Kids reminds us that stilts could be a good way for Heroes to enter hideouts on an upper level.
Chris Crusty gives us a good idea for a trap; the Hero touches something and a paralyzing electric current keeps him there (on a failed save vs. science, of course).
One does not normally run the risk of having to roll again to see if you hit a random target after missing in melee, but if the Editor wants to run a campaign with the feel of Phil Fumble, he can add that rule.
I think bison are way too cute to be shooting at, but a bison could be a fierce opponent for low-level Heroes, so I'll make sure they're statted in the Mobster Manual.
$2 is a sufficient bribe for a waiter at even the fanciest of restaurants, according to Looy Dot Dope.
If taken seriously, Billy Make Believe would definitely need to be statted as a magic-user -- but note the peculiar effect here, where shrinking Bub ends his invisibility. What that suggests is that spells cannot be stacked, but casting one ends the duration of the previous spell on that person. Luckily for magic-users, I don't intend on making magic work like that in Hideouts & Hoodlums -- unless I see a lot more evidence of this happening...
Peter Pat is going to require more watching, as this dinogator is rather interesting. The lights shining from its eyes reminds me of the blindheim, a monster in the old AD&D Fiend Folio. I'm thinking I would stat a dinogator as a ...6 HD mobster?
From issue #10...I thought this was good, subtle humor.
And, coming full circle back to Hawkshaw the Detective, we learn that laughing gas (nitrous oxide) can be mixed into milkshakes and retain its properties. Who knew? (Actually only works in comic books -- in real life nitrous oxide is a safe food additive and is even used as a propellant in whip cream cans!).
(Scans courtesy of Comic Book Plus.)
Hawkshaw the Detective introduces us to the idea of non-classed characters/mobsters being able to "level up" certain skills.
The Captain and the Kids reminds us that stilts could be a good way for Heroes to enter hideouts on an upper level.
Chris Crusty gives us a good idea for a trap; the Hero touches something and a paralyzing electric current keeps him there (on a failed save vs. science, of course).
One does not normally run the risk of having to roll again to see if you hit a random target after missing in melee, but if the Editor wants to run a campaign with the feel of Phil Fumble, he can add that rule.
I think bison are way too cute to be shooting at, but a bison could be a fierce opponent for low-level Heroes, so I'll make sure they're statted in the Mobster Manual.
$2 is a sufficient bribe for a waiter at even the fanciest of restaurants, according to Looy Dot Dope.
If taken seriously, Billy Make Believe would definitely need to be statted as a magic-user -- but note the peculiar effect here, where shrinking Bub ends his invisibility. What that suggests is that spells cannot be stacked, but casting one ends the duration of the previous spell on that person. Luckily for magic-users, I don't intend on making magic work like that in Hideouts & Hoodlums -- unless I see a lot more evidence of this happening...
Peter Pat is going to require more watching, as this dinogator is rather interesting. The lights shining from its eyes reminds me of the blindheim, a monster in the old AD&D Fiend Folio. I'm thinking I would stat a dinogator as a ...6 HD mobster?
From issue #10...I thought this was good, subtle humor.
And, coming full circle back to Hawkshaw the Detective, we learn that laughing gas (nitrous oxide) can be mixed into milkshakes and retain its properties. Who knew? (Actually only works in comic books -- in real life nitrous oxide is a safe food additive and is even used as a propellant in whip cream cans!).
(Scans courtesy of Comic Book Plus.)
Labels:
Billy Make Believe,
Broncho Bill,
Captain and the Kids,
Chris Crusty,
fumbles,
Hawkshaw the Detective,
Looy dot Dope,
magic,
new mobsters,
Peter Pat,
Phil Fumble,
prices,
skills,
starting equipment,
traps
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