Showing posts with label Thurston Hunt. Show all posts
Showing posts with label Thurston Hunt. Show all posts

Tuesday, March 22, 2016

Keen Detective Funnies v. 2 #1

This is from Thurston Hunt and, as unlikely as it seems from how everyone's just standing around here (or as unlikely as an action hero named Thurston), something exciting just happened. His captured informant opened a phony wristwatch that contained a poison pill. Poison pills are already in Book II: Mobsters & Trophies, but a phone wristwatch would be a new trophy item.


As if Thurston Hunt wasn't an odd enough name, this is Geo Poe (or Powell, as he's called in the last panel).

How experience point distribution originally worked in Hideouts & Hoodlums was that everyone involved in a fight got the same XP award. I later changed this to a total that has to be shared between all participants just to avoid scenes like this, where the Hero cowardly charges in with 20 supporting cast members in tow!


No, Geo didn't shoot the house with really explosive bullets; he was targeting a box of TNT inside. What this panel does is serve as a reminder, to Editors, that hideouts had better have more than one way in or out, because you never know when your players will want to bury the way in under rubble.

(Deja vu -- I already shared this page here!)



This is from a complete story called "Snatch-Racket" and this page contains some good advice for H&H players. Asking the Editor questions about what suspects are wearing, or how they are dressed, might net you some clues. Also, when approaching a hideout that consists of a modern-style house, remember that there are many ways of getting inside other than the front door.


From the same story, more evidence that hit point recovery should only take "minutes" -- or at least the first hit point after being at zero.


This is Rocky Baird, who we haven't seen in awhile.  Rocky just got lucky -- his chance of a wandering encounter on this joy ride was probably 1 in 6, unless the biker patrol happened to be a set encounter.

(Scans courtesy of Digital Comic Museum)






Thursday, April 9, 2015

Detective Picture Stories #1

In Centaur's Detective Picture Stories #1, two beat cops take on a robber and a thug.  It's a pretty serious fight, with cop #1 just punching while being shot at by the thug and cop #2 grappling the robber. Remarkably, the thug goes down in turn 1, but it looks like the robber is going to off cop #2 in turn 2.  However, cop #1 wins initiative in turn 2 and is able to pick up a dropped gun and still shoot first.  Now, there's nothing in the rules that says you can't, nor are there any set rules on what constitutes a "free" action that would not delay or prevent you taking your turn; this is all left up to the Editor's discretion. In this case, I would say a generous Editor allowed the gun to be picked up without delaying the attack (I would have made them him go simultaneous with whoever was next!).

This page likely represents just 2 turns of combat. I would ignore the 2nd panel as being flavor text setting up the missed hit in panel 3. Hitting the wall hard enough to bleed must be flavor text from the Editor as well, as there is nothing in the rules about taking damage if you miss with a punch within proximity with a wall. Since you get 2 attacks per turn in unarmed combat, panels 1 & 3 take place in turn 1, followed by the kick in turn 2.



 Our Hero, Ed, revives really quickly. In the current rules, even unarmed combat is potentially lethal and healing from it is a slow process. In the next edition, unarmed combat will be treated as subdual damage instead of real damage and people will recover faster from it.



According to the Experience Point awarding rules for monetary rewards, possession is 10/10th of the law.  By turning down his reward, Ed is turning down 5,000 XP, in exchange for 100 XP for the good deed of giving it to the widow. If Ed had taken the money first, and then handed it over personally, an Editor would be within his rights to give Ed 5,100 XP.



An interesting idea for a scam -- hoodlums simply overcharging drunks at a roadhouse. Apparently, a bill of $56.75 was outrageous for all but the fanciest restaurants in 1936.



Okay, the ol' yank-out-the-rug trick. It's really just a special maneuver for tripping an opponent, so you need to hit by 5 or higher and your opponent has to miss a save vs. science. It probably be better in most situations just to punch the guy.



(Scans courtesy of Digital Comic Museum)