TEXT:   
   
   
   
   
   
  Games by Scott Casper – Why I Do What I Do 
   
       There are no pretenses here; this is a small company with 
  a small audience, selling product for small prices.  No one 
  gets rich off a formula like that, but so long as there are 
  gamers out there who like these types of games, why not 
  make them?  There are many superhero roleplaying games 
  out there.  I have not played most of them.  Could I run the 
  same sort of campaigns with any of them?  Probably.  Heck, 
  I could run a Golden Age Marvel Super Heroes campaign, 
  using my old favorite superhero RPG, that would look similar 
  if I squinted enough.  What excites me is the chance to play, 
  in a way, my first favorite RPG and a superhero campaign at 
  the same time using HIDEOUTS & HOODLUMS. 
       Of course, a game must be shared and my desire is to 
  share it with as many people as possible.  H&H is written to 
  appeal to both the gamer and the comic book fan and not 
  just the audience who embody both.  I do not share the 
  interests of all gamers nor all comic book fans and will make 
  no pretense of trying to appease all of them.  But what I do 
  like I know very well – 27 years of RPG experience and  32 
  years of comic book reading experience.  I can only 
  guarantee that I will be putting as much of that experience I 
  can into making the best products possible. 
       Thanks for returning to THE TROPHY CASE! 
   
  The H&H FAN CLUB 
       H&H fans are a quiet, reticent bunch, if activity in the H&H 
  fan groups is any indication.  Surely they are all also busy 
  people.   
       Some have more reason to be preoccupied than others.  
  Ned Martell has been one of H&H's most enthusiastic 
  players, being one of the few people on Earth to have ever 
  played in two separate H&H campaigns.  Ned has been 
  diagnosed with cancer and is now on a leave of absence from 
  gaming while he seeks treatment.  All of us who ever played 
  H&H with him wish him the best of luck and a speedy 
  recovery. 
   
  PUBLISHER'S STATEMENT 
       THE TROPHY CASE is published quarterly by Games by                       
  Scott Casper, 6300 Church Road, Apt. 112C, Hanover Park, 
  IL. 60133.  Paper copy distribution is available by 
  subscription at the rate of $4.00 per four issues.  Electronic 
  copy of every issue, however, will be available for free 
  online.  At least initially, mailed paper copy will only be 
  available in the U.S. and payments must be made by check.   
   
   
   
   
   
   
   
   
   
   
   
   
   
  All material posted herein becomes the exclusive property  
  of the publisher unless arrangements to the contrary are 
  made. 
        Unsolicited material cannot be returned unless 
  accompanied by a stamped return envelope, and no 
  responsibility for such material can be assumed by the 
  publisher in any event. AlI rights on the entire contents of  
  this publication are reserved, and nothing may be reprinted 
  in whole or in part without written permission of the 
  publisher. Copyright 2010 by Games by Scott Casper 
  Editor – Scott Casper 
  Assistant Editor – TBA? 
  Change of Address should be sent as soon as possible, and 
  in any event not less than two weeks prior to the first day of 
  April, July, October and January, as applicable.   
   
  RETRO-GAMING WORLD 
       Since the debut of H&H, the gaming world seems to be 
  experiencing a Renaissance of Old School superhero RPGs.    
  Chief among them is the return of VILLAINS & VIGILANTES 
  from Monkey House Games.  V&V was one of the earliest 
  superhero RPGs and shares with H&H both a similarity to 
  DUNGEONS & DRAGONS and a light-hearted tone.  Powers 
  work differently, but otherwise V&V and H&H are fairly 
  compatible mechanics-wise (Note to self:  maybe a future 
  module can be dual-stated for both systems?). 
       A newer game hogging a lot of the online buzz is ICONS, 
  written by the game designer who brought us MUTANTS & 
  MASTERMINDS (another game with a lot in common with 
  H&H and D&D).  ICONS, though, bares more similarity with      
  the classic 1984 MARVEL SUPER HEROES game.  MSH is 
  another favorite game of this author/editor, so ICONS is 
  going to be a game to watch.  A third-party publisher, 
  Vigilance Press, is even set to release a set of “WWII/Golden 
  Age-themed” supplements called “Amazing Stories of WWII”, 
  which will bring ICONS even closer into H&H territory. 
       Lastly, clashing with H&H right in the retro-clone market 
  will be John Stater, who is working on a MYSTERY MEN! 
  RPG that he plans to give away free online, with a print-on-
  demand version for sale.  Although the draft document he 
  has up online is not clear on the subject, MYSTERY MEN! 
  appears to be built on LABYRINTH LORD (simulating the 
  Moldvay/Cook ed. of D&D), just as H&H is built on SWORDS 
  & WIZARDRY (simulating the Gygax ed. of D&D). 
       Will all this material help draw attention to or away from 
  H&H?  Only time will tell! 
  The Trophy Case 
   
  PULP FICTION  *  GAMES  *  COMIC BOOKS 
  WINTER 2010               Single Copy 0¢                Vol. 1, No. 2 
  
   
  COMIC BOOK WORLD 
       THE GOLDEN AGE FLASH ARCHIVES, Vol. 1 (review 
  continued from last issue). 
       Flash Comics #4 (Apr. 1940):  Joan shows up at Flash’s 
  house late at night and finds another woman there, but a 
  caption identifies Joan as his “friend”, so there really is no 
  need to be jealous.  It’s true that the Golden Age required a 
  lot of chastity and purity from its heroes, but Joan seems 
  more comfortable with this arrangement than Lois ever was 
  with Superman.  Perhaps because Joan is a more equal 
  partner to Flash and romance would relegate Joan to a 
  submissive role (by 1940s thinking).         
       We have two new clues this issue as to how fast the Flash 
  can go.  He can swim fast enough to turn the water to steam 
  and he can make a two-hour car ride in three minutes.  Both 
  claims are hard to quantify, though. 
  No. of times unseen to date:  16 (6 times mistaken for a ghost 
  or making mobsters think they’ve seen a ghost) 
  No. of bald bad guys to date:  5 
  No. of men undressed to date:  3 (he trades clothes to get a 
  tuxedo on the gambling ship) 
       Flash Comics #5 (May 1940):  Every adventure begins 
  with a one-panel summary of Flash’s origin, but this one has 
  an unusual amount of hyperbole.  It ends with the declaration 
  that Flash is “a living reincarnation of the ancient Greek god 
  Mercury.”  It is tempting to take this too literally as it would 
  throw such a radically different angle on his origin story.  
  Indeed, there is precedence in the origin of one of the Flash 
  Comics back-up features, Hawkman.  But, alas, nothing has 
  ever come of this. 
       This is the first story to give Flash a different companion 
  besides Joan (she must have been busy), as he rescues an 
  old French painter in the beginning of the story and the old 
  man stays involved through to the end.  This is also the first 
  story since #1 to have more than a generic mobster as the 
  main antagonist, though The Vandal (with his Hercule Poirot 
  mustache and his hooded robes) would not give anyone the 
  shivers.   
  No. of times unseen to date:  28 (hiding behind a sand dune 
  doesn't count) 
  No. of bald bad guys to date:  7 
  No. of men undressed to date:  at least 5 (“The Flash's speed 
  is so great it creates a suction that rips shirts and sweaters off 
  the workmen!”) 
       Flash Comics #6 (June 1940):  This adventure ties into the 
  Olympics, with athletes trying out for the U.S. Teams and 
  Joan and Flash on hand to observe (a great plot hook for all 
  H&H campaigns!).  Joan is secretary of the “Western Athletic 
  Union”, which does make sense, her having been a big sports 
  booster back in issue #1.   
       Two pages after meeting the bald assistant commissioner 
  of the union Flash already knows he is in cahoots with 
  gamblers, but for Flash that's only part of the mystery solved 
  and he spends the rest of the adventure figuring out how the 
  commissioner is fixing races, without simply confronting the 
  man and beating or scaring a confession out of him.  Flash 
  uses himself as bait in a trap and even has to draw on his 
  chemistry skills to solve the mystery. 
       Perhaps most significantly, Flash explains why he won't 
  compete against ordinary athletes, saying it would be 
  “unamerican” to use an unnatural advantage (he would surely 
  have harsh things to say to today's steroid-popping athletes).   
  No of times unseen to date:  31 (once convincing the gambler 
  he is haunted and, in a more interesting twist, once 
  convincing the crooked trainer he is his conscience) 
  No. of bald bad guys to date:  9 
  No. of men undressed to date:  5 (slow issue!) 
       Flash Comics #7 (July 1940):  Until now we had no clues 
  what metropolis Flash calls home (he went to Midwestern 
  University – misnamed Western University in this story – in his 
  origin story, but that was presumedly some time ago).  Here, 
  we see Flash is driving through Duluth in this story, 
  suggesting that Flash calls Minnesota or perhaps a 
  neighboring state home.  Structurally, the story is different 
  than the earlier ones in that we are treated to a prologue first 
  introducing the innocent scientist and his daughter the Flash 
  will rescue later and then Flash becoming aware of the 
  problem, not to save or help anyone, but by his car 
  mysteriously vanishing.  Although some comic book scientists 
  are handily versed in every field of study, Flash is aware of 
  his limitations and recruits a mechanic to help him solve this 
  mystery of engineering.  Also of interest is that the scientist's 
  raygun that accidentally demolished Flash's car is not going 
  to be sold by the villain to a foreign power or some such 
  cliché, but is instead going to be used to fix car races.  We 
  are also treated to a full-panel caption explaining, for the first 
  time, how Flash sees everything in slow motion relative to his 
  speed (though it was implied in earlier adventures by how 
  quickly he grew bored). 
  No. of times unseen to date:  37 
  No. of bald bad guys to date:  9 (the bald guy is good this 
  time!) 
  No. of men undressed to date:  5 (but Flash does change 
  clothes in front of another man at super-fast speed)    
  Flash Comics #9 (Sept. 1940):  After establishing Flash as a 
  Midwest resident, this issue retcons the Flash into a New 
  Yorker.  Editorial fiat?  This starts out as a distinctly offbeat 
  story about Flash heading to Canada to deal with giant 
  lizards.  That lasts for about four-and-a-half pages before the 
  story becomes about mobsters who kidnapped the scientist 
  who made the lizards giants.  Two limitations to speed that 
  affect Flash this issue are an unfamiliarity with the terrain 
  allowing him to be cornered on a cliff edge and, later, having 
  to lure giant lizards out of town gives the hoodlums enough 
  time to rob a bank before he can stop them.  The most 
  unusual event in this story is how the normally non-violent 
  Flash deals with the lizards, convincing the Canadian RAF to 
  drop bombs on them (how high is his Charisma score?).   
  No of times unseen to date:  41 
  No. of bald bad guys to date:  10 
  No. of men undressed to date:  5  
       Flash Comics #10 (Oct. 1940);  Again Flash just stumbles 
  on a plot in progress, walking into a hold-up.  This is just to 
  introduce the victim, a school superintendent who is also 
  being forced out of his job by corrupt school board members.  
  When Flash reaches the boardroom he is presented with a 
  
  real poser: all the board members are bald, so which ones 
  are the villains?  Once he does identify the true villain 
  “strong-arming” the rest, he tries to moralize with the man 
  rather than subdue him, but the man is too terrified to listen.  
  Failing his morale save already, the man rats out his boss, 
  “Killer” Kelly and the rest of the story becomes about 
  catching this mobster and his mob.  There's a nice scene 
  where Flash has to save a bridge from a bomb, but when he 
  slows down enough to be seen he is mistaken for the bomber 
  (that's one sharp cop on the scene, though, who guesses 
  right away what's in the suitcase Flash is holding).  The 
  climax takes Flash out of the city again (Gardner Fox doesn't 
  seem comfortable with confining Flash to the big city, no 
  matter what his editor tells him).  Kelly's lumber camp house 
  has a really big pit trap – the entire floor of the room – and 
  dumping his own men into the river with Flash again limits 
  Flash from being able to use his speed to full advantage.  In 
  a nice touch, the betrayed hoodlums even help capture their 
  boss. 
  No. of times unseen to date:  47 (once more mistaken for a 
  ghost) 
  No. of bad bald guys to date:  13 
  No. of men undressed to date:  6 
   
  QUESTIONS ABOUT HIDEOUTS & HOODLUMS  
       About as old as the H&H rules themselves is the question, 
  “Can I play x kind of character in this game?”  Yes you can.    
  You can play any kind of character from any kind of 
  background with any kind of powers.  The thing is, H&H does 
  not try to accommodate everything by comprehensively 
  cataloging and providing mechanics for every possibility.  
  Consider this – does it matter if your Hero is lifting a heavy 
  boulder because of the robotic suit of futuristic battle armor 
  he wears or because he is from a subterranean race where 
  everyone can telekinetically move earth?  Really, all that 
  matters is whether the Hero is able to move the boulder.  
  H&H is different from other superhero games because it 
  recognizes that how  the Hero does it is simply flavor text.  
  The lifting of the boulder is accomplished by using a power 
  that any Superhero can acquire. 
       “Are the other classes balanced against Superheroes, 
  who can wreck anything at will?”  This is a loaded question 
  that presupposes that H&H is meant to be a balanced game.  
  H&H, instead, revels in the sort of quirky game imbalances 
  that were so rife in the game it is based on.  The alien race, 
  for example, is unabashedly broken.  That's its charm.  That 
  said, actual game play has shown that the Superhero is not 
  so unbalanced as one might suppose.  The poor AC of the 
  Superhero means that he soaks up damage fast in a fight 
  and the Superhero is quickly outpaced by the Fighter in 
  terms of AC, hp, and chance to hit.  The Superhero's chance 
  to wreck things is unreliable at low levels and by the time he 
  is higher in level the Magic-User has quite a few spells for 
  instantly dealing with obstacles.  True, the Magic-User often 
  winds up as a walking first aid kit at low levels, but will make 
  up for it later when the 'cool' spells like Fireball and Lightning 
  Bolt become available.   
       “I saw Superman's name in here.  Aren't you concerned 
  about copyright infringement?”  Any H&H book is really two 
  books in one; it's a game book and it's a history book.  No 
  new use is made of any comic book characters with 
  copyrights that have not lapsed, only a discussion of what 
  had been done in the past with those characters to serve as 
  inspiration for the players of H&H.  All references to 
  copyrighted characters is in the context of review, which is 
  fair use.  All artwork found in H&H products is new work of 
  generic characters or actual art from Golden Age comics that 
  has lapsed into the public domain.  No trademarks will be 
  infringed by actually showing a copyrighted character in an 
  H&H work.  
       “The combat rules are confusing to me.”  That's not a 
  question, but it bears addressing anyway.  This is probably 
  because the game that inspired H&H has gone through so 
  many editions and the game mechanics have gone through 
  so many changes that combat rules resembling those from 
  an earlier edition may resemble little the combat rules players 
  are used to from later editions.  But the H&H rules are 
  nothing if not flexible.  If you're used to a different order of 
  combat or a different initiative system, then use that one if 
  you like.  Just as the H&H rules will be constantly tweaked as 
  more material is created, so can the rules be outright 
  replaced as modular as they are.  To be honest, I tend to run 
  combat more fast and loose than it’s written to be.  The rules 
  are there for if you need them.           
   
  MOBSTER SPOTLIGHT 
   VAMPIRIC ROBOTS FROM MERCURY 
    Armor Class: 
  3 [16] 
    Hit Dice:   
  14 
   
    Attacks: 
  1d3 darts (1d4 + sleep poison) or 1d3 fists 
  or stomps (3d6)  
    Special: 
  poison, and see below 
    Move:   
   
  120  
    HDE/XP: 
  15/2900 
       These robots are not the product of Earth-born mad 
  science, but the creation of particularly malevolent aliens.  
  Appearing at first to be ordinary giant statues about 18 ft. tall, 
  though exotic in feature and possessing 4 or 6 arms, these 
  robots show surprising amounts of articulation once in 
  motion.  The most insidious feature of the vampiric robot is its 
  source of fuel – human blood.  A fueled robot has a human 
  contained inside its chest cavity, its bodily fluids being slowly 
  extracted. 
       A robot with an empty 
  cavity has enough reserve 
  power for 1 hour of activity 
  before shutting down.  
  During that time, the 
  robot’s prime directive is to 
  find a human battery to 
  power it.  The darts it can 
  fire from its fingertips are 
  coated with a special 
  poison that induces sleep 
  for 1d4 hours unless a 
  save against poison is 
  made with a -2 penalty.  
  Once  someone has been 
  dropped by a dart, the 
  robot will pick up the 
  person, open the chest 
  cavity, and install the 
  
  hapless victim.  Of course, this is also when the robot is most 
  vulnerable, as the interior of the robot is only AC 7 [12].  An 
  installed human battery will have an IV feed of the sleep 
  poison to keep him or her unconscious, which also contains 
  nutrients to keep the victim alive as long as 4 days.   
       A robot fully energized is only concerned with destruction, 
  smashing and stomping as much as it can.  While a live 
  person is trapped inside the robot, it cannot be wrecked by a 
  Superhero. 
   
  SPECIAL FEATURE:  EXPLORERS, A NEW CLASS 
  FOR H&H 
       Explorers are a sub-class of Fighter.  In the comic books, 
  Explorers belong to a sub-genre away from civilization, 
  where jungle lords cloned from Tarzan cross paths with the 
  Phantom and some imitators, or the legions of great white 
  hunters like Tex Thompson track dangerous game and look 
  for lost cities.  The Prime Requisite for Explorers is 
  Constitution and this score must be 14 or higher (INT can be 
  traded for CON at 2:1 and WIS can be traded for CON at 
  3:1).  Further, Strength and Dexterity must both be 11 or 
  higher. 
       Tracking:  Outdoors, the Explorer has a 14 out of 20 
  chance to track anyone or anything in the wild, with the 
  following modifications: 
  +1 for very soft ground, -1 for firm ground, -2 for very firm 
  ground  
  +1 for tracking a group of 15 or more 
  +1 for every 2 levels of the ranger  after 2nd level (+1 at 3rd 
  and 4th level, etc.) 
  -1 for every day old the tracks are. -1 for every 5 hours of 
  rain, or -2 for snowfall 
  -1 for tracking at night 
  -1 tracked party deliberately is concealing trail   
       Indoors, the Explorer has a 12 in 20 chance to track 
  natural animals through normal passages with the same 
  penalty modifiers, plus a -3 penalty for vertical movement 
  (from one level to the next) and -6 penalty for moving through 
  secret doors. 
       Hard to Surprise:  Explorers are only surprised on a 1 in 6. 
       Hunting:  Natural animals are the favored enemies of all 
  Explorers, who do +1 damage against them at 1st level, +2 
  damage to them at 2nd and 3rd level, and damage increases 
  by +1 for every two levels after that (+3 at 4th and 5th, etc.).  
  Note that natural animals include all animals that have ever 
  lived in the real world, so basilisks do not count, but 
  dinosaurs do.  
       Gain Followers (4th):  Starting at 4th level, Explorers may 
  gain 1d12 savages as followers.  These savages will work as 
  porters without pay, but if forced to fight for the Explorer they 
  will only serve him until their morale fails and then flee.  
  These followers cannot be replaced, except by hiring 
  normally.  
       Scroll Use (9th):  Starting at 9th level, Explorers can use 
  any magic scrolls. 
       Gain Special Followers (9th):  At 9th level, Explorers will 
  attract an additional 1d12 followers.  These followers will fight 
  for the Explorer and still serve him later, even if their morale 
  fails in combat.  The special followers can be determined on 
  the following table: 
  Roll 
  Type 
   
  Roll 
  Type 
  1-12 
  Human    
  1-10 
  Fighter 
  13-16 
  Merman  
  11-16 
  Explorer 
  17-18 
  Android  
  17-19 
  Mysteryman 
  19 
  Alien 
   
  20 
  Magic-User 
  20 
  Special table 
  Roll 
  Type 
   
  Special Followers 
  1-10 
  1st level  
  1-5 
  ape 
  11-13 
  2nd level  
  6-9 
  lion 
  14-16 
  3rd level  
  10-13 
  wolf 
  17-18 
  4th level  
  13-14 
  centaur 
  19 
  5th level  
  15-16 
  werewolf 
  20 
  6th level  
  17-18 
  gargoyle 
   
   
   
  19-20 
  ogre 
  They may also, at this level, build strongholds and attract a 
  body of mercenaries, like Fighters. 
  Saving Throws:  They enjoy a +2 bonus to saves against 
  poison and missiles, and a +1 bonus to saves against 
  science and plot. 
  Level 
  XP 
   
  HD 
  BHB 
  ST 
  1 
  0 
  2d6 
  +0 
  16 
  2 
  2,500 
  3d6 
  +1 
  15 
  3 
  5,000 
  4d6 
  +2 
  14 
  4 
  12,000 
  5d6 
  +2 
  13 
  5 
  25,000 
  6d6 
  +3 
  12 
  6 
  50,000 
  7d6 
  +4 
  11 
  7 
  100,000 
  8d6 
  +4 
  10 
  8 
  175,000 
  9d6 
  +5 
  9 
  9 
  350,000 
  10d6 
  +6 
  8 
  10 
  425,000 
  10d6+2 
  +6 
  7 
  11 
  500,000 
  10d6+4 
  +7 
  6 
  12 
  575,000 
  10d6+6 
  +8 
  5 
   
  HISTORY CORNER 
  [From Complete Presidential Press Conferences of Franklin 
  D. Roosevelt, vol.16, 1940.  New York: DeCapo Press, 1972.  
  Contents are public domain.] 
  Press Conference #681 
  Held while the President was seated in his automobile, just 
  before leaving the Philadelphia Navy Yard 
  September 20, 1940, 11:30 A.M., D.S.T. 
  (The President had just completed his inspection of the Navy 
  Yard on League Island, the inspection trip having included 
  the various shops; two of the new type torpedo boats, near 
  completion; the battleship WASHINGTON, launched and 70 
  percent completed; the battleship NEW JERSEY, under 
  construction, and the keel of the WISCONSIN. 
  The President also inspected the shops of the Naval 
  Aeronautical Station, saw some of the pursuit planes under 
  
  construction and had demonstrated to him a biplane which 
  took off from the ground with a short run of not more than 
  fifteen feet. 
  Seated in the car with the President during the inspection trip 
  were Senator Guffey and Mr. Kelly of Philadelphia and 
  Admiral A.E. Watson.  Captain McCleary met the President’s 
  car at the exit gate and participated in the Conference.) 
  THE PRESIDENT:  Well, you have seen an awful lot, a great 
  deal more than any of you realize, and just as a general idea 
  you have seen one of the new battleships over 70 percent 
  completed, and alongside of the keel of the NEW JERSEY 
  that has been laid.  A great deal of structural material is on 
  hand for her.  And then there is another ways alongside of 
  that, which will be occupied by the WISCONSIN. 
  We are speeding up on the construction and some of those 
  shops are new; in fact, most of the shops have been put in, 
  the larger shops, in the last few years. 
  Then, let us see, the aviation plant, which was my child 
  originally, when did I build it?  1916?  I think so. 
  ADMIRAL WATSON:  Yes, sir. 
  THE PRESIDENT:  1916.  That was the first effort on the part 
  of the Government to go in for its own aviation manufacturing 
  and experimental work.  About a third of the plant is now 
  used for manufacturing, confined principally to what?  
  Training planes? 
  CAPTAIN McCLEARY:  Yes, sir. 
  THE PRESIDENT:  There will be, shortly, the production of 
  sixty a month, most of the planes going from here to 
  Pesacola.  That is about one-third of their work, and the other 
  two-thirds is Naval experimental work.  Captain, what else?  
  Oh, on the total number employed–  
  CAPTAIN McCLEARY:  About 19,000 men. 
  THE PRESIDENT:  Taking them all together.  In 1941 you 
  will get up to what?  25,000? 
  CAPTAIN McCLEARY:  Almost 30,000. 
  THE PRESIDENT:  Almost 30,000 by next year.  A year ago 
  what did we have?  About 8,000? 
  CAPTAIN McCLEARY:  8,000, about that; yes, sir. 
  ADMIRAL WATSON:  The expansion started when we 
  started to recondition. 
  THE PRESIDENT:  Then another thing is this:  The 
  expansion in this yard dated from the order of last September 
  putting a portion of the old destroyers back in commission 
  and, as I remember it, we had here, that you put back, about 
  30, I think. 
  ADMIRAL WATSON:  Yes, sir. 
  THE PRESIDENT:  About 30 of the old destroyers of those 
  were back here in the basin. 
  ADMIRAL WATSON:  About 50 originally. 
  THE PRESIDENT:  But last September only about 30 were 
  recommissioned.  And you see, now they are 
  recommissioning the final lot of the destroyers and the final 
  lot of the old submarines. 
  ADMIRAL WATSON:  Everything that can be restored to use. 
  Q:  Any of those destroyers part of the 50? (Referring to the 
  50 to be turned over to Great Britain) 
  THE PRESIDENT:  You saw some of the famous 50 this 
  morning. 
  Q:  Are you pleased with the progress you have seen here? 
  THE PRESIDENT:  Very much.  This whole thing is a very 
  amazing illustration of what has been done in the Navy 
  Yards.  One of the interesting things is that we are stepping 
  up on our time – the time of construction is a great deal less 
  than it was a year ago and the time of repair is less than it 
  was a year ago.  We are leaning the art of speed in an 
  emergency.  I cannot think of anything else, can you? 
  CAPTAIN McCLEARY:  No, sir. 
   
  GAMES BY SCOTT CASPER NEWS  
       The following products are currently available for sale on 
  drivethrurpg.com: 
   
  Book I: Men and Supermen 
   
  Book II: Mobsters and Trophies 
   
  Book III:  Underworld and Metropolis Adventures 
   
  Reference Sheets 
   
  Supplement I: National 
       The three core rule ebooks are $2 each, the sheets are 
  free, and the supplement is $2.50 – a total of over 250 pages 
  of material for just $8.50!   
       Soon, Supplement II: All-American will also be available 
  for sale.  This ebook will include two new classes, the 
  Speedster and the Villain, and the first published scenario for 
  H&H (coincidentally the first scenario from the official online 
  campaign), “Temple of the Rooster God”.  
       More supplements will be forthcoming in the same format.   
  Watch for announcements! 
   
  CONVERSION NOTES 
       One thing H&H noticeably lacks right now is ready-made 
  adventures.  Or does it?  Well, okay, it does, but the point is 
  that any adventure can become an H&H adventure with a bit 
  of prep work. 
       Take, for instance, “Day of the Octopus” by Bruce 
  Nesmith, the introductory adventure that came with TSR's 
  1984 Marvel Super Heroes boxed set.  As originally written, 
  the game was designed for players to play Captain America, 
  Captain Marvel, Spider-Man, and the Thing.  As an H&H 
  adventure, it should be run for Hero levels 4-7.   
  Chapter 1:  One Hero will deal with a purse snatcher in the 
  park.  Use the stats of a robber for the snatcher.  Use 
  surprise and evasion rules as found in Book III: Underworld 
  and Metropolis Adventures.  A second Hero will be dealing 
  with four cowardly hoodlums harassing a street vendor in 
  another part of the park.  The two remaining Heroes will be 
  following two thugs into an office building where they steal, 
  instead of parts from mandroid armor, parts of a robot the 
  Heroes had fought before.  One of the thugs is armed with an 
  
  ordinary automatic rifle, while the other wears the robot's 
  lower arm over his own and has a griping attack that does 
  1d10 damage while wearing it.    
  Chapter 2:  Replace Radioactive Man with a 6th level 
  Supervillain (evil Superhero).  He will lead with Invulnerability 
  as his first power.  Replace Scorpion with a 5th level 
  Supervillain.  He will lead with Get Even Tougher as his first 
  power.  Replace Beetle with a mad scientist inside large 
  copper robot armor (see Supplement II: All-American for 
  robotic armor).  Replace Fixer with a mad scientist armed 
  with the following:  3 flash bombs, a Gun+2 (automatic pistol, 
  intelligent, with trick shot power), 1 web grenade (see 
  Supplement II; explodes over 1 target and must be wrecked 
  as if a car/brick wall), and 1 shock-cable grenade (see 
  Supplement II; holds 1 target and must be wrecked as if a 
  machine/chains, but also delivers 1d8 damage per turn until 
  removed/wrecked). 
       Of course, Golden Age comics circa 1940 have few 
  precedents for supervillains of the caliber of Radioactive Man 
  or Scorpion.  To stay accurate to the period, perhaps they are 
  ordinary people temporarily endowed with powers by Luthor's 
  Powerstone.   
  Chapter 3:  The only changes to fit H&H would be topical 
  ones.  The veterans benefit would be for WWI vets.  The 
  hydrofoil boat should be replaced with a motorboat or 
  perhaps a yacht.  The old 1979 newspaper would be an old 
  1935 newspaper. 
  Chapter 4:  The hideout is protected by 3 huge bronze robots 
  (35 hp) made to look like printing presses.  They cannot 
  move and, in addition to their fire cone attacks, can also 
  shoot lightning bolts that do 1d10 damage.  Replace Dr. 
  Octopus with an Ultra-Mad Scientist/4th level Villain (see 
  Supplement II for the villain class).  His tentacles end in 
  greater mechanical hands (see Supplement II; grip for 2d8 
  dmg and wreck as if 4th level Superhero).  He can attack with 
  two greater mechanical hands per turn. 
  Chapter 5:  Replace the giant squid with a giant octopus in 
  the first death trap.  The sealed hatch in the flooding room 
  can be wrecked as if a car/brick wall.  The second death trap 
  has a Hero bound in nylon ropes that can be wrecked as if 
  machines/chains, who must escape before a giant sling shot 
  strikes him for 5d4 damage.  The third death trap has the 
  Hero hypnotized and manning the giant sling shot.  The Hero 
  has two chances at saving throws against science to shake 
  off the hypnosis or will fire the sling shot and then take  3-13 
  damage per turn from an electrified grate (+1 cumulative 
  bonus to save and end hypnotism each turn of damage so 
  the Hero can jump off).  The fourth death trap is simply being 
  trapped in a metal box that must be wrecked as if a car/brick 
  wall with a limited air supply that will, after the first turn, force 
  the Hero to save against science each turn or faint from lack 
  of oxygen (and die 4 turns after that).   
  Chapter 6:  Replace the Octodroid with a 20 ft. tall giant 
  electrum robot (90 hp).  The “Achilles Heel” hatch in the foot 
  should still be there, but it should be impossible for a full 
  grown Hero to enter (and a good opportunity for kid sidekicks 
  to shine).  There should be enough vulnerable systems 
  inside that anyone could wreck it without even being a 
  Superhero.  For topical references, replace the Air Force 
  helicopter with a U.S. Army Air Corps fighter plane.  Also, the 
  Human Torch would make a suitable substitute for Thor.    
  SPECIAL!  SPECIAL! 
  From Frog God Games: 
  Another of the One Night Stand Series, Jungle Ruins of 
  Madaro-Shanti is an adventure for a party of 4-8 characters 
  of fourth through seventh level. A century ago or more, when 
  the town of Cholagadi was just a frontier fort on the coast, 
  Madaro-Shanti was the most powerful city-state in the entire 
  Ambicuaria Jungle.  Its citizens were highly advanced in the 
  arts of magic, and even retained some vestiges of magical 
  quasi-technologies perhaps more ancient than humankind 
  itself.  Their prosperity made for jealous enemies, none more 
  covetous than the powerful and sorcerous Kiengaa Tribe of 
  the deep jungles.  The Kiengaa plotted against Madaro-
  Shanti, making dark pacts with the monstrous ape-centaurs 
  known as the Borsin, and with the monkey-faced, snake-like 
  monsters known as the Hanu-Naga.  Once this terrible, 
  unnatural army was gathered, the Kiengaa and their allies 
  laid siege to Madaro-Shanti itself. 
  As the walls of Madaro-Shanti fell, and the invaders swarmed 
  into the city, the high priest of the city closed himself within 
  the royal shrine, praying to all the gods for intervention. Yet 
  none of the gods answered his prayers until the last – and 
  that was Ojala, whom the people of Madaro-Shanti knew as a 
  god of evil and treachery.  A deadly bargain was struck that 
  night, and true to his promise, Ojala caused a horrible 
  wasting disease to strike the besieging army.  But the full 
  extent of the evil god’s treachery became clear when the 
  surviving people of Madaro-Shanti themselves began to 
  succumb to the same disease which had slain their enemies.  
  Within a fortnight, all the people of Madaro-Shanti had either 
  died of the plague or scattered into the depths of the 
  predator-filled jungle.  
  In only a few years, the city was overgrown by the jungle and 
  fell into ruin, but the magical disease was to have one final 
  consequence. Not only did the contagion affect the Kiengaa 
  and the Madaro-Shanti – it also infected the mind of a 
  powerful nature-spirit that inhabited the surrounding jungles. 
  The nature-spirit Cho-Odaa, driven mad by the disease and 
  hungry for vengeance against all humankind, has discovered 
  the means to exact a terrible reckoning. 
  
  Retail Price: 11.99 perfect bound softcover and pdf (200 
  copies only of the first printing), $4.99 pdf only 
  Formats (separate purchase) Swords and Wizardry and 
  Pathfinder 
  Estimated Page Count:  36 
  Authors: Scott Casper and Matt Finch 
  Scheduled Release: November 2010 
  And don’t forget to buy your copy of Supplement I: National! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Games by Scott Casper 
  6300 Church Rd., Apt. 112-C 
  Hanover Park, IL. 60133   
   
   
   
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/Hideouts & Hoodlums/Trophy Case/Trophy Case v1n2.pdf