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)









Wednesday, April 8, 2015

Famous Funnies #29


The last War on Crime of 1936 looks to feature beat cops, detectives, drunken hoodlums and, is that a vamp maybe in the last tier?  It would be nice if you used more descriptive nouns, narrative captions!

Actually, maybe G-Men should be free of the hierarchical structure of the Fighter class, being based on police hierarchies. Could a G-Man just be a 2 HD Lawful mobster?



Skyroads has some useful transport information, with the speed of four different planes Heroes might be flying someday.

A supply schooner could be a transport trophy.


Dickie Dare finds a code-book could be as valuable a trophy as a treasure map.



The start of Adventures of Patsy. The part about being delivered by a stork, symbolic of her rebirth in her fantasy world, is a nice touch. I'm not going to stat storks though, even though this one seems to be unusually intelligent.

Now, the gnome-like denizens of Ods Bodkins need statting, as soon as the strip identifies what they actually are.

The magic crystal is, of course, a Crystal Ball.  King Silhouette must be a Magic-User?

The goose glider must be able to fly as long as it carries only a light payload -- perhaps a maximum of 150 lbs.?  No idea from here what its max speed would be.

Ajax the Giant isn't really much of a giant, is he?  He seems to be only twice the size of Patsy. Perhaps he is an ogre, at best.



Scorchy Smith and his friend Gus use some interesting science to solve a problem, charting wind patterns on a map to show where a gas attack might have came from. Smart players might want to remember this, in case they ever find their Heroes in a similar scenario.



Cigarette lighter is already on the starting equipment list, but as Olly of the Movies learns, it might be better to write in "waterproof" cigarette lighter on your items list and pay a cent extra for it.



(Scans courtesy of Digital Comic Museum)














Tuesday, April 7, 2015

Funnies #3

This outing from Dell begins with a particularly useful (to us) installment of Stranger than Fiction. Sea serpents could easily be real in a Hideouts & Hoodlums campaign (indeed, sea monsters of fantastic size are statted in Book II: Mobsters & Trophies), but what if you wanted to run a campaign in a more mundane/less fantastic game world?  Then you might want to consider what all those sea serpent sightings actually are.

Giant squids were statted in Supplement II: All-American.  Seals are not generally dangerous, but some have reportedly been known to play aggressively in ways that can cause harm, such as grabbing a swimmer and dragging him under, or flipping a small boat. I would give a gray harbor seal 2 Hit Dice, with the ability to bite for 1-6 points of damage.  Porpoises are smaller, 1-1 HD, and would only bite to defend themselves for 1-4 points of damage. Oarfish are big, but harmless fish, not important for statting.  Same with flying fish, despite the illustration of one mid-air slapping someone.

Bronc Peeler and Coyote Pete are reminded of why I statted bulls to have 5 HD here. I would say that a bull could charge and gore for up to 3-10 points of damage.

On the Range reminds us that horses can be dangerous too. Horses should be 4 HD animals, able to trample or stomp on a prone opponent for 2-8 points of damage.  A poor encounter reaction roll from a bronco might make a rider have to save vs. science or be thrown from his saddle too.
Captain Easy here gives us two playing tips: if you're traveling by boat, leave a rope over the side in case you get knocked (or thrown) overboard. Also, if you're going to attack a group of men with just your feet, try to get the drop on them through a skylight so you get the +1 situational modifier to hit for attacking from above.



Now this is a complex fight scene, so let me break it down.  In turn 1, Easy gets two attacks with his fist because all parties involved are fighting in unarmed combat. My wording in the combat rules implies that both attacks have to be against the same opponent, but an Editor can be afforded some leniency here. Flavor text can "edit" the scene so that one swing hits both men, but game mechanics-wise, it was still two different attacks.

Also in turn 1, three men at once try to grapple Easy.

In turn 2, Easy goes first and flips one of the three grapplers off of him. This could be done one of two ways: Easy either grappled back and the flip was a successful counter-move, or he attempted a special maneuver and needed to hit his one opponent by 5 or more.  It doesn't really matter which one Easy's player chose.

Using missile weapons into a melee is a dangerous proposition; the rules state that the victim of a successful hit will be a random melee combatant.  In a three-on-one battle, then, Easy only has a 25% chance of being hit by the thrown dagger, assuming the to hit roll was successful.

Firehoses as a special weapon was first discussed here.  It does no damage in this particular instance, but the target must save vs. science or be knocked back 5'.

This is still true about ants, though the number of deaths per year is more like 20 now in the 21st century (progress?).  I am hesitant to stat ant swarms as a mobster, though, since ant swarms are pretty slow and easy to outrun. They are more useful as a living trap for victims tied up, buried up to their necks, or unfortunate enough to be sleeping in the wrong place. Let's say the victim would have to save vs. science each turn or take 1-3 points of damage until dead.



The Alley Oop featured monsters are arsinoetherium (an 11+1 HD rhino ancestor), chalicotherium (a 9+1 HD creature, with d12 Hit Dice, that was like a giant horse that could move like a bear), dinotherium (an enormous elephant ancestor with 11+1 HD of the d20 variety!), and dodo (which weren't very big or heavy, so maybe 1/3 of a Hit Die).  Remember that, in a fantastic H&H setting, none of these had to have gone extinct!

First correctly drawn crossbow in comic book history??



The invaders through themselves at the gates, the defenders throw themselves on the gates to hold them fast -- who wins?  Book III: Underworld & Metropolis Adventures explains that there is a 1-2 chance (on 1d6) of smashing through a stuck door, but that doesn't allow for active resistance or any kind of opposed mechanics. Or does it?  What if both sides just rolled the same die, one for opening doors and the other for closing doors?  The first side to lose the roll-off loses control of the doors/gates.

(Scans courtesy of Digital Comic Museum)









Monday, April 6, 2015

Funny Picture Stories #2

We start our last entry from Centaur for 1936 with this page from the Clock, with the old trope of rubber masks being able to fool people. Well, if a little domino mask can hide someone's true identity, then maybe a rubber mask isn't any more far-fetched. Rubber masks should be trophy items and require a save vs. plot to see for what they are.



Next we get a serious story from the terrible artist of The Stone Age. This time I won't be talking about statting animals like the okapi or zebras featured herein, as those are shy animals that won't pose a danger to Hideouts & Hoodlums Heroes.  I did want to say something about the witch doctor, however.  In a setting where magic is real, witch doctors would be Magic-Users, and adhere to that class.  In a setting without magic, like this one, then all witch doctors can do is frighten natives (and maybe superstitious hoodlums).



Leopards have already been discussed here.  Mandrills are not normally dangerous, but here serve as substitutes for apes from the Tarzan story and could conceivably help the Hero in battle. I would give mandrills only half a Hit Die.

Incidentally, the use of the locket to start a fire is exactly why all Heroes should consider carrying a magnifying glass.



Looking a little like Captain Easy, Inspector Scott Ware of U.S. Customs here learns the value of a ship's cook for information (or possibly a Supporting Cast Member).

Also note Rat Larson's seemingly impossible combination of a grappling attack (the stranglehold) with an armed attack (the butcher's knife).  In H&H this would be impossible, anyway.  What Rat would have to do is grapple and do strangling damage in one turn, and then let go and attack with the knife in the following turn. As long as Rat won initiative, he would still get a bonus to hit his prone opponent with the knife.

I've talked before about blows to the back of the head, but here we have a suggestion that this special type of attack should do some sort of stunning damage, which is different than the real damage a gun does. I'm not sure if H&H will ever reflect that, specifically.

I also don't know if dolls filled with "rotten coke" should ever be included on a trophy list for H&H...



In Buckaroo Brand, we are reminded that there are circumstances in which no one should have to make any kind of roll or use a stunt to track, like if you're following the hoof prints of 200 head of cattle.



I've talked plenty about tracking, but this is the stunt Foil Tracking at work.



(Scans courtesy of Digital Comic Museum)





Sunday, April 5, 2015

Funnies #7

Robbers (found in Hideouts & Hoodlums Book II: Mobsters & Trophies) are a little boring, game mechanic-wise. They need some of the skills of the Mysteryman class, like open locks.



The Spinner tells a story of a deep-sea diver. Old-fashioned diving suits and acetlyene (cutting) torches are found in Book II.



Bighorn rams would be 2 HD animals.



Windy's talking crow gets him into trouble. But is it a mobster?  It's too small to even have a hit point.  It's not a trap, though it does get Windy into considerable trouble. No, it's a Supporting Cast Member!  SCMs do not have to be friendly or even supportive; you (the player) just have to be responsible for pulling them into your scenario. This talking crow could have just been the Editor's flavor text, but Windy's player decided to take it with him (after a successful recruitment roll) for the XP gain or simply just something to interact with in-character.


Another goat?  I need to go back and start a running tally!  Seriously, Golden Age, how many jokes do you really think you can get out of a goat?



Hobos are tough in a fight!  Did I err in never statting them as a mobster-type?  They're good at stealing things, too.  Or should this hobo simply be statted as a robber?



One of the advantages of having all weapons do the same damage is that Hezzy of the Hills can throw a rock and it's just as effective as shooting a gun at someone (except for range).  This, in actual practice, has never prevented H&H Heroes from stockpiling firearms but, sigh, it's a start.

(Scans courtesy of Digital Comic Museum)





Thursday, April 2, 2015

More Fun Comics #16

It's the last More Fun of 1936 and Sandra of the Secret Service is dodging machine gun fire!  This is why Hideouts & Hoodlums needs the save vs. missiles mechanic -- because Sandra would be toast without it.

Sandra and Lorenz dive into the moat to escape. The rules cover falling damage, but are less specific about falling into water. Editors are free to hand-wave all damage away, reduce, or minimize damage in any way that makes sense in such an instance. Note that reduced damage is a privilege, not a right!  Heroes need to do all they can to minimize their damage; belly-flopping into the moat just to test the Editor should not be given any reduction.



Look out, Spike Spalding, they're searching for you!  Thank goodness you didn't have to bother with putting points into a skill like Hide just so you could have a chance of remaining a fugitive. In H&H, you just tell the Editor that you're hiding and the burden of finding you is entirely on the mobsters. Most everyone has either a 1 or 2 in 6 chance of finding concealed doors, which applies to concealed people too. Of course, some exceptions to this are the Mysteryman, a class with a higher chance of hiding, and the Magic-User, who has even better spells of concealment like Invisibility.


In this month's installment of Dr. Occult, we learn more about the magic belt that he picked up during his Egyptian quest. The belt is controlled by buttons that are pressed on the belt; one button activates a Fly function (as per the spell) and another button activates a petrification function (as per the gaze of a basilisk).  There is no indication of how many times he can use these functions. It is interesting to note that how the magic belt seems to resemble advanced technology, especially since the villainous Koth's origin on the next page is tied to outer space and a downed spacecraft on Earth in eons past. The implications of combining magic with technology were discussed in Supplement IV: Captains, Magicians, and Incredible Men, in the Dr. Fate entry.

It is even more interesting to note that Koth's origin is almost exactly like Superman's; the difference being that Koth didn't land alone, and his spaceship landed on Earth in the primitive, superstitious past. Had a nurturing society taken in Koth instead of slaughtering his shipmates, he wouldn't have wanted to wipe out mankind for eons!

Midshipman Dewey's Editor has created a bit of a poser for himself. Dewey is tied to a mast; he has cover, but not mobility.  Is he still entitled to a save vs. missiles?  I would be inclined to rule 'yes', but at a penalty.



Jack Woods is sort of dealing with a problem I often have when running H&H -- keeping track of ammunition. I am always grateful to the players who do a good job of tracking it for me. For those less fortunate, I have written some tips for "cheating" on ammo tracking in various sources, like allowing a weapon to fire for a random number of turns (determined by a die roll at the beginning of combat). 

Note that Villa isn't trying anything trickier than trying to get a surprise attack when he reaches the top of the stairs. He won't have any better a chance of surprising than anyone else would, though he won't have less because he is acting with caution.



Jack demonstrates the Cowboy stunt, Disarming Shot.  In theory, anyone could try this as a special maneuver, but would have to roll 5 or more higher than needed to hit, and Villa would have to miss a save vs. science.



After all the creatures Don Drake has defeated, these guys with whips must be awful good for Don to surrender!  Interestingly, Don, Betty, and Zira are kept prisoner in a room filled with blinding light, so they cannot see to escape.



The rules don't specifically cover shooting through doors, as happens to Sandy Kean here in Calling All Cars, but it could be assumed that Sandy has hard cover and is effectively invisible (so -2 to hit and -4 to hit).



(Scans courtesy of Comic Book Plus)

Wednesday, April 1, 2015

Popular Comics #11

There is a power called chick magnet for Superheroes (Hideouts & Hoodlums Supplement I: National), but should it be a stunt instead?  Then Harold Teen and his friends would have access to it...

This issue's Dick Tracy installment includes a favorite tactic of mine in modern RPGs -- using a car as a battering ram. This reminds us that cars give ordinary humans huge advantages in even as modern-day a role-playing game as Hideouts & Hoodlums. You get: a) cover from attacks, b) a much improved Movement rate, c) can do ramming damage, and d) can wreck things that it hits (though it wrecks the car too).  Of those four, a, b, and c are loosely covered by the rules, while d is left entirely to the Editor's discretion. It's a tricky situation; there are a lot of instances using vehicles that could get covered by the rules, but this isn't meant to be Car Wars, so I'm going to keep the rules rules-lite when it comes to vehicles, and hope the Editor has enough tools to wing it with whatever comes up.

Then there's also the issue of shooting at little old ladies.  There should still be some situations when even Fighters still have to save vs. plot to shoot at people.

Speaking of stunts...is 'thrill a crowd' a stunt?  Or just an encounter reaction roll for a mass encounter?

Tom Mix presents the interesting problem of gunfire indoors -- should small enough rooms fill up with smoke?  Is this something that should have its own mechanic, or be left as flavor text for the Editor to use when it suits him?  I favor the latter, but we'll see if this turns into a recurring trope.



This combat in Skull Valley (formerly Whiteboy in Skull Valley) is actually pretty complex, mechanically.  In turn 1, the sheriff tries to slap handcuffs onto the evil cowboy, but missed. It appears that one handcuff is actually on, but this is flavor text -- if the player's intention had been to handcuff both the cowboy's hands, then this was a failed roll.  During the same turn, the cowboy vaults onto the back of the sheriff's horse. I'm not sure if this should require some kind of a riding stunt, or perhaps a save vs. science (or plot?) for the cowboy. In turn 2, the cowboy goes first -- either by virtue of a roll-off for initiative, or having used the Quick Draw stunt. The blow to the back of the head I've brought up before.  If the sheriff is higher than 1st-level, as most sheriffs ought to be (given how level titles work in H&H), then head blows must do more than normal damage to take him out in one hit.  It is to ponder.

(Scans courtesy of Comic Book Plus)