Well...who would have ever expected this trick to actually work? If I were playing State Trooper O'Keefe, I would expect at least a -2 penalty on my save vs. plot to pull off the ol' "fight me with your bare hands" trick.
Despite being knocked out at the same time, these two somehow wake up an hour apart from each other. This not only contradicts H&H healing rules (in both editions), but the hour it takes Shorty to undo his ropes seems unusually long for skill checks to escape bonds (this being a 2nd ed. thing only). Of course, if Shorty is only a supporting cast member, then the Editor can fudge things a little.
It's unclear how jumping off the tables is responsible for knocking the hoodlum out; the height advantage might have given him a +1 advantage to hit, or maybe it just explains how he got his surprise attack. Lighting conditions come up in both editions of H&H, though this instance seems a bit more complicated than most. Being silhouetted with light in the doorway, O'Keefe might have a +1 situational modifier to hit, while being -2 to be hit while partially concealed by dim light and fog (or maybe even -3).
Detective John Degan has skeleton keys (a minor trophy item in both editions) that keeps you from having to make a skill check to unlock doors.
The backstory here is that a museum idol seems to be killing people who went on an expedition to Tibet. Li Wan is apparently able to control the idol when he goes into a trance.
The idol, seen on this previous page, is like a huge bronze golem, only it cannot animate without a "high priest" controlling it with his mind. What constitutes a "high priest" is open to interpretation -- taking a wild stab at it, I'd say any magic-user of 4th level or higher. The golem is strong; it can kill quickly with its claws (2-12 damage?) or by grappling (+2 to hit and damage?). It's tough too; it seems to need magic weapons to harm it and I'd guess it has 10 HD. This one's definitely going in the Mobster Manual!
Steel yourself for some racism here -- we need to talk about yellow peril hoodlums. I put them in 1st edition because I wanted a hoodlum with some cool low-level monk moves. I'm not sure I succeeded at it and, what's worse, the comic books I've read so far don't really support cool oriental fighters. Look how easily Degan takes out these bunglers, who even manage to take out their boss for him (fumble charts for mobsters only, maybe...?).
At last, the debut of The Eye Sees and one of the strangest heroes ever published. The Eye was represented in first edition by the floating eye mobster, and in fact some chroniclers of the Golden Age have described the Eye as precisely that. I think the Eye is really more than that -- some uber-powerful being able to pierce the veil of space-time and look in through the gaps he creates on any situation he chooses to. Of course, the easier explanation for that power is Clairvoyance.
Telepathy is the second power he seems to demonstrate here.
An unusual tidbit -- for some reason the Eye is well-known in Afghanistan?
The mobster calls the Eye's power magnetic -- and first edition did have a Control Magnetism power -- but it could just be Wreck at Range. Or, since the rest of the Eye's powers seem more like magic, maybe it's just a Lightning Bolt?
It's also worth pointing out that The Eye doesn't seem to be able to Teleport, as he doesn't turn up in the U.S. for weeks after leaving Afghanistan.
(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 Foggy Night. Show all posts
Showing posts with label Foggy Night. Show all posts
Friday, December 22, 2017
Monday, December 5, 2016
Keen Detective Funnies v. 2 #10
I'm including this page because this ordinary mob boss has 500 lbs. of dynamite at his disposal. Sometimes, you can just go crazy outfitting the bad guys with resources. Plus, it makes for a more level playing field once the Heroes are higher level and still facing mobsters.
This is from Spy Hunters. I like to include any maps I find on this blog. This one is more of a tactical map than a terrain map, but maybe it would be useful for someone planning a battle scenario in India.
The guy rolling around shirtless is Gabby Flynn. I share this page because tripping attacks seem unusually potent at knocking people out in two different fights here. Could a trip do as much damage as a weapon?
I'm not sure what to make of this. Bellows with a red pepper attachment, as a stunning weapon? If it's that potent, I'm not sure why Heroes would ever rely on anything else. I could see maybe allowing this as a blinding weapon, but not incapacitating.
The reference to an "ogre" shouldn't be taken literal; Gabby's opponent barely qualified for a thug, let alone ogre stats.
This is from "Foggy Night", a serial with Officer O'Keefe as the hero. Somehow, O'Keefe is stunned by a bullet, is dropped from a height, and still manages to come around a little later (on the next page). If the bullet had knocked him unconscious, by H&H rules he should have been killed by the fall.
Dean Denton may be a scientific detective, but he can't seem to figure out a way around a smokescreen. H&H will have evasion rules for chase scenes...but maybe the real issue here is Dean being afraid of hitting pedestrians in the smokescreen. In that case, Dean's Alignment stops him, not the smokescreen itself.
Stunts have come a long way already since they were first introduced in 1st edition. Here we see Out of the Sun, a relic from the Aviator class and its stunt list. Though these are going to be absent from the 2nd ed. Basic Book, they will likely have a place in an Advanced Hideouts & Hoodlums Heroes Handbook, which should come out...someday.
(Scans courtesy of Comic Book Plus.)
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