Most WWII-era stories follow the familiar narrative of history -- we know who the bad guys and the good guys were from countless stories. But what's really interesting is to see writers in 1937 trying to guess how things were going to play out in Europe and Asia. Here, in the Monastery of the Blue God serial, we get hints of Russian intrigue in China, and more interesting still is the casting of Poland and Sweden as bad guys!
The adaptation of Haggard's She continues. Here, She administers a Potion of Healing (though one with an apparent onset time of 12 hours), followed by casting what appears to be a new spell. Aging Touch would be a powerful spell -- perhaps a 5th level spell! -- that would cause 1 recipient touched to age 3-30 years permanently.
When Steve Conrad is done monkeying around, he has to tangle with a giant vulture. Giant vultures got statted for H&H in Supplement I: National.
Here's an early example of a whip being used as a weapon, albeit not a very useful one. It seems clear here that a whip should be treated as a melee weapon, despite its length.
(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 Jungle Fever. Show all posts
Showing posts with label Jungle Fever. Show all posts
Friday, June 26, 2015
Thursday, June 11, 2015
New Adventure Comics #15
Rooster jokes are almost as common as goat humor in these old comic books. This is a particularly weird one -- we apparently have a bulletproof rooster here, who can eat bullets as well.
This is from a serial called "Jungle Fever", though you'd never know it since it seems to all take place on a boat.
Red is a crazy effective fighter, and apparently third level, since he's using the 'combat machine' skill of the Fighter class to attack multiple low-HD opponents at once.
This is from "A Tale of Two Cities". I probably won't be commenting on literary adaptations too often, but this is almost surely the first spiked club, or morning star, that I've seen in comic books.
Likewise, Captain Quick is a historical adventure, which I often ignore -- but there is an excellent play-by-play description of a duel here. To adapt this to Hideouts & Hoodlums, you need: a) parrying rules, b) a chance of tripping during melee,...
...c) the ability to get back up on your feet as a free action, d) a mechanic for breaking weapons, and e) a mechanic for morale. H&H currently has a and e. B is right out, in ordinary circumstances, because it adds too much difficulty to combat. The H&H rules are not clear, yet, on c, though I generally treat rising from a prone position as a whole-combat turn action. H&H might get d in the next edition.
Included here because the cryptic note written in a cylinder of silk is a great plot hook for an adventure.
(Scans courtesy of Comic Book Plus)
This is from a serial called "Jungle Fever", though you'd never know it since it seems to all take place on a boat.
Red is a crazy effective fighter, and apparently third level, since he's using the 'combat machine' skill of the Fighter class to attack multiple low-HD opponents at once.
This is from "A Tale of Two Cities". I probably won't be commenting on literary adaptations too often, but this is almost surely the first spiked club, or morning star, that I've seen in comic books.
Likewise, Captain Quick is a historical adventure, which I often ignore -- but there is an excellent play-by-play description of a duel here. To adapt this to Hideouts & Hoodlums, you need: a) parrying rules, b) a chance of tripping during melee,...
...c) the ability to get back up on your feet as a free action, d) a mechanic for breaking weapons, and e) a mechanic for morale. H&H currently has a and e. B is right out, in ordinary circumstances, because it adds too much difficulty to combat. The H&H rules are not clear, yet, on c, though I generally treat rising from a prone position as a whole-combat turn action. H&H might get d in the next edition.
Included here because the cryptic note written in a cylinder of silk is a great plot hook for an adventure.
(Scans courtesy of Comic Book Plus)
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