Showing posts with label Henri Duval. Show all posts
Showing posts with label Henri Duval. Show all posts

Sunday, February 15, 2015

More Fun Comics #10

We rejoins Sandra of the Secret Service, now involved in a Gothic adventure around a spooky old castle!  Not only would the Black Tower and its secret halls be an ideal hideout, but a Silent Watcher would make an interesting mobster-type to encounter...




Jack Woods demonstrates a climb stunt here.  Also, Pancho Villa's henchmen, previously called bandits, are called brigands here. Another RPG distinguished bandits from brigands, suggesting that brigands were evil bandits, while bandits weren't necessarily quite so bad.  Hideouts & Hoodlums follows this model.




A skeptical reader might wonder about two things here -- why Pancho Villa took the time to knock Jack's gun out of his hand instead of just shooting him in the back, and how Jack managed to grapple Pancho without getting shot first.

If we do assume that bandits are Neutral and not Chaotic, and since Pancho is specifically a bandit here and not called a brigand like his henchmen, then Pancho would be naturally more inclined to take Jack prisoner rather than kill him in cold blood.  It will be important to remember, when running H&H, to make sure that most mobsters encountered have goals other than killing Heroes.

The other question is, how did Jack strike first?  One possibility is an Editor that ignored the traditional order of combat and allowed both missile and melee attacks to be decided by the same initiative roll.  Or, the Editor rolled for Pancho first, missed, and then used flavor text to describe it as Jack getting the drop on Pancho, since it made more sense to describe it like that than a miss at point blank range. H&H has that kind of flexibility.

Though Don Drake is on an alien world full of wondrous things, it's interesting how a simple net trap is what does him in.  It's a big net, so if Don was surprised, there wouldn't be much of a chance to run out from underneath it. I might even give him a -1 penalty to his save vs. science to dodge the trap.



Barry O'Neill is wise to worry about the Secret Service seaplane. That deck-gun is probably an autocannon, which was statted in Supplement I: National, and does a doozy amount of damage.

It's interesting how many targets the paralysis ray can be used on at such a short distance. That's one wide-angled ray...



What's interesting here is that the the paralysis raygun is easily thwarted -- because it's plugged in by wires. When planning to use a hi-tech weapon in your campaign, it's important to consider the power source. This isn't so much an issue with magic trophies.



Doctor Occult explains at length about a magic spell that drains years off your victim's life and adds it to your own. It's not the sort of combat- or hideout exploring-related spell you would expect to need in H&H, so it will probably stay off the spell lists, but on a magic scroll, as a one-shot item to be found, this could be an atmospheric addition to an evil necromancer's treasure trove.



Henri Duval is getting overwhelmed by sheet weight of numbers.  Truthfully -- I haven't figured this one out yet. The H&H rules are more geared towards one-on-one grappling combats. Overwhelming with numbers is something I'll still have to work on.

(Scans courtesy of Comic Book Plus at
http://comicbookplus.com/?dlid=11615&b=i)







Wednesday, January 28, 2015

More Fun #8 - pt. 1

This issue starts out with a doozy of a trap -- or a doozy of a name for a trap.  Welcome to the Dungeon Well and the Balcony of Doom!  The trap is actually very simple.  A one-way door opens onto a balcony overlooking a vertical shaft with water at the bottom.  However, the level of the water in the shaft can be controlled by a levers at the top of the shaft, and the water can be raised all the way to the top of the shaft.  Shortly, anyone on the balcony drowns, floats off, and is flushed out to sea when the water level is dropped back down. Of course, one-way doors are no match for a Superhero's wrecking things ability, but Sandra of the Secret Service and her pals don't have that luxury...



A goat again!  Yes, I'm glad I statted goats already.  For some reason (mabe because it's funny), goats seem to be treated as fearsome antagonists. Maybe I should make them 1-1 Hit Dice!  This page also illustrates how useful they are for goat milk.



Things look grim here for Captain Grim!  Natives are statted in Book II: Mobsters & Trophies and I've already talked about jumping and falling as game mechanics, but here we have the added danger of a roof on fire!  Should Capt. Grim be taking damage each turn?

The flames certainly seem to be crowding right around Capt. Grim, though perhaps that is just artistic license. If the fire was in the same 10' square as Grim, then yes, Grim should be taking some damage each turn, from heat and smoke inhalation, if not the flames themselves.  I would recommend 1d6 damage, though a generous Editor could allow a saving throw vs. science each turn to avoid the damage. Of course, perhaps Grim is taking damage every turn, but he's just got so many hit points that it isn't bothering him yet!


"Non-Superhero wrecking things" at work, a mechanic squirreled away at the back of Book II.  An Editor could easily give a penalty to the item saving throw if a battering ram is used.



Aw, the apparitions we encountered last time with Slim Pickens turned out to be men in disguise.  Shades of Scooby Doo!  This time, Slim surprises us again by solving an encounter with a dangerous ape (statted in Book II as having 3 Hit Dice), not with combat, but by recruiting it as a Supporting Cast Member!  The original SCM rules were unclear on this, but a later clarification in a Q&A column of The Trophy Case ruled that, yes, you could recruit animal Supporting Case Members.



Mountain lions were statted in Supplement III: Better Quality, only called cougars.



Aboard the yacht, Barry O'Neill and Legrand encounter a trap combined with a trophy -- the statuette not only contains a radio transmitter that allows Fang Gow to talk to them, but the statuette is also a disguised raygun that combines the effects of a paralysis ray with hypnotism!  To be fair, I would allow one saving throw for both effects, rather than force the player to make two successful ones.

Note that the secret door the Yellow Peril Hoodlums (statted in Book II) use is a simple sliding panel.  Secret doors do not need to be complicated.

(Scans courtesy of Comic Book Plus at  http://comicbookplus.com/?dlid=11622&b=i)