This is from Hemlock Shomes and Dr. Potsam. Although a humor strip, the dressing in this castle -- bones on the floor, shields and crossed swords on the walls -- would work equally well in many hideouts. Also, I'm likely to add a new mobster to Hideouts & Hoodlums, the haunt. It's a harmless poltergeist most of the time, but if it can inhabit a free-standing suit of armor it becomes dangerous.
This is from The Waco Kid. I've heard of guard dogs barking when intruders approach, but guard horses who whinny...?
An example of a gun running empty (ammunition should not be limitless in the game), an example of a chair being more effective than a gun in stopping a fight, and an example of bad guy loot being concealed rather than left out in the open to be claimed.
This is from Inspector Bancroft, Ace Investigator of Scotland Yard, and another example of how you don't need a big bribe to get people to do things that could get them in a lot of trouble. Instead, you just need a good encounter reaction check. Now, if the inspector did have a poor encounter reaction check, he could have produced a much bigger bribe to try to get a bonus. The Editor will have to wing those numbers, based on the circumstances (and how much he wants to milk his players!).
The Inspector likes to keep his nails well-groomed. He also, probably, kept his nail file from being confiscated with a save vs. plot. He "painstakingly" toils at the lock, suggesting that it takes multiple tries. Since he has probably not been in this brig for a full day, I would guess that his Editor is letting him have a fresh try once every exploration turn (10 minutes).
This is the Blue Beetle's second outfit in just his second appearance, and the first to appear to be chainmail armor. Chainmail is treated as a trophy item in H&H, just because it wouldn't have been widely available for sale.
I don't plan to include any game mechanic for ducking and making your opponent hit another opponent behind you -- that seems like a giveaway from the Editor to me.
Long-time followers of H&H will remember when I had to read a whole lot of Blue Beetle for his write-up in Supplement IV and how much I disliked his stories then. I'm not liking them anymore this time around. I find it particularly hard to take him seriously in that last panel, where he's doing the bunny hop to the window.
Blue Beetle is still a mysteryman here, so he burns a stunt to leap into that moving car, but I would not let the stunt also absorb the falling damage from that height. So Blue Beetle -- still a 1st-level mysteryman at this point -- just took 2-12 points of falling damage. His Editor must have rolled snake eyes!
This is Captain Denny Scott of the Bengal Lancers (another long title!). Usually, "bandit" is a racist term for Mexican outlaws in the comics, but we've also seen nomadic warriors in the Middle East called bandits. Here, we get "bandit" being used as synonymous with "slaver" in India.
(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 Waco Kid. Show all posts
Showing posts with label Waco Kid. Show all posts
Friday, October 7, 2016
Monday, August 15, 2016
Mystery Men Comics #1 - pt. 2
We're still on Wing Turner today, and that's because of the "large Coast Guard auto-gyro" pictured here. Now, it's true we do have helicopters that big (and bigger!) today, but I wanted to look up if there really were transport auto-gyros in 1939. Now, I didn't make an exhaustive search, but the biggest auto-gyro I've found so far is this two-seater, which is clearly much smaller. But if this auto-gyro seems fanciful and futuristic, that makes it perfect for a Hideouts & Hoodlums trophy item!
This is George Tuska's Zanzibar, probably my second favorite Golden Age Magic-User after Yarko the Great. While Yarko deals with metaphysical threats, Zanzibar is a street level M-U, dealing with hoodlums. That doesn't mean he isn't crazy powerful (and way too powerful to be dealing with hoodlums!), as demonstrated by him casting a 5th level Telekinesis spell here.
But Zanzibar must not have too many hit points, because here he is getting clocked with one blow!
Now, this page is slightly problematic. Traditionally, a Magic-User can't cast spells with his hands tied, yet Zanzibar casts Knock by just looking at the door. There are two explanations here: one is that every M-U Hero should get to choose which factor he can't cast his spells without -- seeing, moving hands, or talking -- or the other possibility is that Zanzibar is actually a psionic. I'm thinking some pared-down version of psionics might have to go in the basic book as an appendix at this point.
It is not clear at all how Zanzibar snaps his bonds. Brute strength?
Zanzibar casts Knock again (he had it prepared twice), Disguise Self (very clever use of a spell), and ...Hypnotic Pattern? We don't see a pattern, but we can't see how often his eyes were flashing.
This is the Waco Kid, coming into a new town where a gang has killed the sheriff and taken over. Now, normally, most players would get that this is a situation they're meant to fix. But every once in awhile, your players might need a little more motivational kick to get them going. So have the gang approach the Heroes and threaten to take their stuff. That'll motivate them fast!
Also, "Brazos Teale" has got to be the lamest name for a Western bad guy I've ever seen.
This is Inspector Bancroft of Scotland Yard. Now you, as the Editor, might draw a map and think it's a great clue, but it may not be as easy for your players to draw the same inferences from it. Maybe your players infer that the bomber was riding the morning train, and you only meant to clue them in that the bomber is a train enthusiast. You can, at that point: a) change the plot to fit their idea, b) let them pursue a false lead that goes nowhere (frustrating, but it happens!), c) have someone else present suggest the inference you planned (not recommended -- your players will stop trying to solve puzzles and wait for you to tell them the answer), or d) let them learn a new clue while pursuing their inference.
Sometimes you just have to let a stupid plan work. There's no reason why the conductor should implicate himself by filling out the questionnaire, when he knows he's been hand-writing all his threatening letters. But it's the best plan your players have come up with, so you sigh a little inside and roll a save vs. plot for the conductor to see if he falls for it.
This is The Blue Beetle -- yes, just a Mysteryman with goggles on in his very first appearance. There's a couple of points to take away from this:
If you're playing a Hero with a job, and you want to get sent home from work so you can do some heroing, just get hurt. One or two hp of damage, and you're on sick leave!
I'm not sure if this chemical that reveals scratched out numbers is a real thing -- so it seems like a trophy item!
There does seem to be some psychological benefit to being announced by your calling card (in this case, a scarab). I haven't decided yet if there should be a game mechanic benefit, but I'm leaning towards no...
This is a pretty clever, but chancy, strategy, and only works for new Heroes without a reputation for being honest. Claim you want to work with the bad guys, offer them information, then have someone working with you offer the bad guys the same info in an anonymous call to corroborate your story.
There is no game mechanic for having a reputation, though how much XP the Hero has could serve as the Editor's guide. A good rule of thumb might be that you have a reputation within 1 mile for every 100 xp you have.
The first wireless phone wasn't invented until the 1970s, so this is a pretty advanced trophy item!
(Scans courtesy of Digital Comic Museum)
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