TEXT:  
   
  
   
  2
  In the 
  Hideout… 
         --Scott 
  Casper— 
   
        
       The name of this 
  column was Games by 
  Scott Casper News, but 
  “In the Hideout…” seems 
  even more appropriate 
  as we move from being 
  Games by Scott Casper to Great Scott! Games.  The 
  new company name isn’t all that new; we had discussed 
  it two years ago on the Google fan group.  However, that 
  was back when my work was the whole show and now 
  H&H has other, regular contributors.  The Great Scott! 
  Games label, being broader in scope, will give us the 
  option of even publishing other games by other people 
  some day!  Just imagine if Gerry Weinburger, Steve 
  Lopez, or Walt Jilson submitted the next Empire of the 
  Petal Throne… 
       As of now, Supplement III: Better Quality is about 
  halfway done – and it already exceeds the word count for 
  Supplement II!  I’m excited about the ancient mythic 
  trophies, like the Silver Bow of Apollo, and think players 
  will be wishing to get their hands on them as soon as 
  they read them.  This supplement will take us through 
  the first half of 1941 and I have a lot of research left to 
  do for the historical appendices. 
       My original timeline would have seen this supplement 
  done by last July, but my free time for writing H&H 
  necessitates more flexibility in deadlines than that.  At 
  this rate, I’ll be content if it’s ready by winter!  I have said 
  before that this will be the last rules supplement for H&H 
  and it’s true, so that’s another reason I’m determined to 
  make this one as good as it can be no matter how long it 
  takes to finish it.  Hopefully everyone will find it worth the 
  wait. 
       I have spoken in previous issues about some 
  prominent H&H players, but thought I would briefly 
  mention this time what a family effort H&H has been.   
       My son, Tyler, who has grown up around gaming, 
  played D&D for the first time when he was four.  At age 
  nine, he became the second person beside myself to run 
  H&H (for me, in a solo game).  Currently, at age 11, he 
  plays Steve the Nether-Keeper, a 1st-level Fighter/3rd-
  level Magic-User in my live session library campaign.   
       My girlfriend, Megan, was one of the original players 
  of the first online and oldest continuing H&H campaign, 
  (still being run on rpol.net).  Her character, Alpha-
  Woman, has been played through three incarnations – 
  the Rpol campaign version, a solo over-the-phone 
  campaign (when we were still dating long distance), and 
  a third version played in the live session library 
  campaign since she moved in with me and Tyler.  
  Although Alpha-Woman is currently retired (so Megan 
  can play an alien fighter named Dream Woman), 
  Megan’s perseverance with Alpha-Woman made her the 
  first H&H character to reach 5th level from 1st.   
       Now Megan and Tyler have both helped with 
  Supplement III, giving me suggestions for new powers 
  and spells.  Tyler, in particular, will be happy to hear if 
  anyone ever casts the new spell Nightmares!       
  Editor:  Scott T. Casper 
  Art:  Lou Fine, Alex Blum (cartography by Scott Casper) 
   
  Assault on a Nazi Slave Stockade,
  Assault on a Nazi Slave Stockade,
  Assault on a Nazi Slave Stockade,
  Assault on a Nazi Slave Stockade,    
  Or, How Hard Can It Be to Shoot a Nazi?
  Or, How Hard Can It Be to Shoot a Nazi?
  Or, How Hard Can It Be to Shoot a Nazi?
  Or, How Hard Can It Be to Shoot a Nazi?    
       Longtime members of the H&H Fan Club on 
  Yahoo!Groups will know that I routinely write up what 
  happens each session in the H&H campaign I run at my 
  local library.  So, while much of what I’m about to go 
  over may be a familiar read to some, I plan on backing 
  up and offering more analysis than usual. 
  Situation
  Situation
  Situation
  Situation    
       
       
       
       The year is 1940 and your players decide to kill 
  Hitler.   
       My solution has been to distract them with other 
  missions along the way.  Currently, they are rescuing 
  British citizens kidnapped by Nazis and taken to 
  occupied France to be experimented on.  That quest has 
  taken them to Chateau Cantigny.  Players well versed in 
  classic TSR modules might recognize which one I used.  
  The risk, of course, in an ancient castle and dungeon, 
  has been for the game to feel too swords and sorcery-
  like and not comic book-like enough.   
  Objective
  Objective
  Objective
  Objective    
       For a group of players with an average age of 15, I 
  was surprised how quickly they understood that their 
  goal needed to be not just penetrating the castle, but 
  holding it.  Otherwise, reinforcements would simply fill in 
  behind them and cut off the escape of the prisoners 
  once they were found.  This started out as a liability for 
  them as they got hung up for the whole first session just 
  holding the outer gatehouse, but it has definitely worked 
  in their favor since reaching the castle proper.  Normally 
  splitting up the party works against you in a scenario like 
  this, but placing some Heroes at key vantage points to 
  watch for reinforcements was a smart move. 
       It wasn’t all fighting Nazis (though the players sure 
  enjoyed that part!).  There was a sub-plot about aliens 
  working with the Nazis from the previous scenario 
  returned that returned here.  I had some feedback after 
  the game that the aliens were too D&D-ish.  The same 
  might have been said for the lycanthropes lurking 
  among the Nazis in the castle.  I left them in to beef up 
  the troops, but they just felt curiously out of place for the 
  players.  At least they liked the trained gorillas with Nazi 
  armbands! 
       Another smart move was capturing soldiers and 
  questioning them.  This is how they found out about the 
  tank.  It goes without saying that a smart move of theirs 
  
   
  3
  was capturing the tank.  I don’t think I’ve ever seen 
  Invisibility spells used more effectively.  Once they had 
  the tank, they were in a much better position to push on 
  ahead instead of just holding ground they already held.  
  Of course, they probably would have driven back and 
  forth through the castle until they’d crushed everything 
  inside if I’d let them.  My friend, at that point, was the 
  vulnerability of the tank treads to being stuck in rubble.  
  After two times getting the tank stuck, they took the hint 
  that they weren’t meant to accomplish everything in the 
  tank. 
       Once the Heroes moved into the dungeon, another 
  smart tactic they used was going without light (relying on 
  a Superhero with Infra-vision to see for them) while 
  moving through corridors.  In this way they moved 
  stealthily forward from room to room, only turning on 
  lights once they were in a room and needed to see 
  things.  Or, at least, this idea would have worked for 
  them had there not been two traps in the corridors… 
      Sending just two Heroes into the dungeon definitely 
  hurt them, but they may have been playing without the 
  preconceptions of D&D, where dungeons are huge, 
  sprawling complexes.  The first trap they encountered 
  seemed tailor-made for the 8’ tall armored android.  A 
  powerful magnet pulled him off his feet and slammed 
  him into the far wall of the hallway.  The other Hero, a 
  Magic-User, heard a secret door open behind him, saw 
  light flood out of a secret room, and then Nazi soldiers 
  began spilling out into the hall and shooting. 
       Fortunately, the half-alien Magic-User had bulletproof 
  skin, high dexterity, and smartly stayed back out of the 
  light from the room and attacked with a bow and arrow 
  rather than firearms to keep them from tracking him by 
  muzzle flashes.  So, while the M-U was consistently 
  missed, he was able to also consistently pick off soldiers 
  one-by-one.  And it was a good thing he was holding his 
  own, too, because the android Superhero was having 
  terrible luck freeing himself from the magnet trap.   
       The android finally melted the brick wall enough that 
  the huge electromagnet pulled right through it, with one 
  end sticking to the side of the android’s head.  He had at 
  least freed himself enough to aid in fighting the Nazis, 
  melting a rifle in one of their hands.  With two Heroes 
  now to fight, the last two of the six Nazis fled back 
  through the secret door.  The android rocketed back 
  down the hallway and used the huge magnet to hold the 
  secret door open so they could pursue.   
       They found the last two Nazis backed into a corner in 
  a guard room with no exits and the fighting continued – 
  but not for long, with the Heroes both victorious.  
  Knightmare even found a short-lived use for the magnet, 
  pulling the rifle out of a soldier’s hands, but found the 
  magnet more of a nuisance than anything else 
  discarded it as fast as he could.   
       After the Heroes took a break to go back upstairs and 
  turn a prisoner over to the rest of the Heroes, they 
  continued delving deeper into the dungeon.  After two 
  unoccupied side rooms, they came to a section of 
  corridor blocked by what, by infra-vision, appeared to be 
  a man-sized form just hanging motionless in the middle 
  of the hallway and barely registering any heat signature.  
  The android decided to investigate it by touch and found 
  it was a man wrapped in spider webs.  That was when 
  webs dropped from a recess in the ceiling.  They both 
  dodged, but the huge spiders that dropped them then 
  dropped as well and landed on the Heroes.  The android 
  burned the spider off of him while the M-U (did I mention 
  he was a Fighter/Magic-User?) blew them away with his 
  rifles, but not before they had both been bitten by the 
  spiders.  The venom was affecting them both so fast, 
  weakening them so they could no more than walk slow, 
  that they would not both of them escape the dungeon 
  alive.  I broke character and talked to them as players 
  about how their options were running out and that the 
  only resource available to them was for one of the two to 
  sacrifice himself for the other by sucking on the wound 
  and drawing out the venom.  The android’s player was 
  quick to volunteer, casting aside the synthetic life of his 
  character to save a “real person”.  The F/M-U made the 
  second saving throw this afforded him and survived! 
  In Conclusion
  In Conclusion
  In Conclusion
  In Conclusion    
       Short of fudging dice rolls, there was little to do to 
  make that spider encounter go better for them, as the 
  surprise rolls and the saving throws went against them 
  so badly.   
       What’s hurt the Heroes the most is having to split 
  their forces because they have no support staff to do 
  things like serve as lookouts for them.  This is the same 
  group of players who, back when their Heroes were 
  raiding hideouts in the states, delighted in recruiting 
  mobsters to their side.  Unfortunately, over time, the 
  players got frustrated with having followers that missed 
  morale saves and wouldn’t always do what was asked of 
  them and have been going it alone since.   
       Had I thought to do so, I could have broke character 
  and told them, or had another character suggest to 
  them, that they could have gone to find French 
  resistance fighters before assaulting Chateau Cantigny.  
  That could have got them the back-up they needed.   
       Lastly is the question, did I succeed in making this 
  not feel like a D&D adventure? Placing hi-tech front and 
  center, whether its Nazis armed with automatics or the 
  tank in the inner bailey, was vital for maintaining that 
  distinction, even if keeping some of the monsters from 
  the original module wound up undermining that 
  distinction.  Oh well.  Always learning! 
   
  Alternate Damage System: from 
  Alternate Damage System: from 
  Alternate Damage System: from 
  Alternate Damage System: from     
  Handguns to Heavy Artillery
  Handguns to Heavy Artillery
  Handguns to Heavy Artillery
  Handguns to Heavy Artillery    
       One of the nice things about game rules is that they 
  can always be tweaked.  The current optional weapon 
  damage system (replacing the “everything does 1d6” 
  rule) does a good job of making guns dangerous, while 
  keeping heavy artillery from being campaign-killers by 
  toning down their damage.  However, in a campaign 
  where military hardware is more likely to come into play, 
  maybe an Editor might want to put some “fear of God” 
  into his players when the mortar shells start falling 
  
   
  4
  around them.  Or for going dinosaur hunting!  
  Conversely, some Editors might like how this system 
  tones down the guns at the lower end of the scale.   
       The number of targets under Area of Effect replaces 
  number of attacks per turn, restricting extra attacks to 
  different targets.  If there is a blast radius, no attack rolls 
  are required; everyone in the area saves vs. missiles (if 
  applicable) or takes damage. 
  Weapon 
   
          Damage 
      Area of Effect 
  Pistol 
  1d8 
  1 target 
  Auto. Pistol 
  1d10 
  1-3 targets 
  Rifle 
  1d8 
  1 target 
  Semi-Auto. Rifle 
  1d8+1 
  1-2 targets 
  Sub-Mach. Gun 
  2d6 
  1-6 targets 
  Lgt. Mach. Gun 
  1d12+1 
  1-8 targets 
  Med. Mach. Gun 
  1d8+1d6 
  1-10 targets 
  Hvy. Mach. Gun. 
  1d8+1d6+1 
  1-8 targets 
  20 mm Auto Cannon 
  3d6 
  1-8 targets 
  37 mm Anti-Tank Gun 4d6 
  5 ft. 
  50 mm Anti-Tank Gun 5d6 
  10 ft. 
  75 mm Tank Gun 
  7d6 
  15 ft. 
  90 mm Anti-Tank Gun 7d8 
  25 ft. 
  105 mm Field Gun 
  8d8 
  25 ft. 
  120 mm Anti-Air. Gun 8d10 
  30 ft. 
  150 mm Field Gun 
  9d10 
  40 ft. 
  Flamethrower 
  3d6 (1-3 turns) 1-4 targets 
  Hand Grenade 
  3d6+1 
  5 ft. 
  Rifle Grenade 
  4d4 
  5 ft. 
  60 mm Mortar 
  4d6 
  10 ft. 
  81 mm Mortar 
  5d8 
  15 ft. 
       Subtract 10 damage for beings hit only by silver                 
  weapons and subtract 20 damage for beings hit only by 
  magic weapons.  Every 10 points of damage wrecks as 
  if a level of Superhero, so if 75 mm tank gun hits a 
  building for 36 damage, it wrecks as if a 3rd-level 
  Superhero.   
    
   Any weapon larger than a sub-machine gun has to be 
  anchored to one spot, unless held by a Superhero.  It 
  takes a 4th-level or higher Superhero to hold a 20 mm 
  autocannon as a handheld weapon and each 
  successively larger gun requires one more level to hold 
  and fire. 
      
  Special Effects in Unarmed Combat
  Special Effects in Unarmed Combat
  Special Effects in Unarmed Combat
  Special Effects in Unarmed Combat    
  There are bound to be times when a Hero will wish to do 
  something other than damage to his opponent.  
  Optionally, the Editor may wish to allow mobsters to use 
  the same techniques (though it is not recommended 
  against low-level Heroes).  The following offers some 
  guidelines: 
  Stun/Trip
  Stun/Trip
  Stun/Trip
  Stun/Trip: The Hero needs to hit his opponent at least 
  3+ more than needed to hit the target’s AC.  The victim 
  saves against science or cannot act for the rest of that 
  turn and loses initiative automatically on the following 
  turn. 
  Disarm
  Disarm
  Disarm
  Disarm:  The Hero needs to hit his opponent at least 4+ 
  more than needed to hit the target’s AC.  The victim 
  saves against science or loses a weapon in hand, which 
  flies 1d10 ft. away.  The Hero may or may not choose to 
  do damage as well with the disarming move. 
  Hold
  Hold
  Hold
  Hold:  The Hero needs to hit his opponent at least 4+ 
  more than needed to hit the target’s AC.  In this case, 
  both the attacker and defender make saves against 
  science.  The attacker has a hold on the defender only if 
  the attacker makes his save and the victim misses his.  
  The victim may try to escape the hold by making a 
  saving throw each turn.  Each turn the victim is held, he 
  will have a –4 penalty to attack rolls, -1 penalty to 
  damage rolls, and –1 penalty to saves until the hold is 
  escaped. 
  Overbear:  
  Overbear:  
  Overbear:  
  Overbear:  The Hero needs to hit his opponent at least 
  7+ more than needed to hit the target’s AC.  This move 
  functions just like the hold, except that the victim cannot 
  attack at all until he makes a saving throw and escapes 
  the overbearing.   
  Knock Senseless
  Knock Senseless
  Knock Senseless
  Knock Senseless:  The Hero needs to hit his opponent 
  at least 10+ more than needed to hit the target’s AC.  
  The victim must make a save against science or be 
  stunned for 1d6 turns. 
      
      
      
  
   
  5
  Mapping the Hideou
  Mapping the Hideou
  Mapping the Hideou
  Mapping the Hideouts Special 1:
  ts Special 1:
  ts Special 1:
  ts Special 1:    
  Reviewing Dicey Tales #1
  Reviewing Dicey Tales #1
  Reviewing Dicey Tales #1
  Reviewing Dicey Tales #1    
       I’ve been aware of several games that have come out 
  in the last few years that have wandered into H&H 
  territory, either by their emphasis on being Old School or 
  by the 1930s-1940s time period.  In this case, the ever-
  alert and professional game lurker Darci386 sent me an 
  e-mail letting me know about Dicey Tales.  Dicey Tales 
  author Jeff Mejia has since been kind enough to not only 
  trade a bunch of e-mails with me, but also to extend me 
  a free copy of his first issue for review. 
       Issue one came out in mid-2011 with plans to make 
  this quarterly magazine and, if that’s not ambitious 
  enough, each “issue” is actually a book at least as long 
  as my H&H Supplements (No, Jeff doesn’t right that fast!  
  He has contributors).  The sub-title of the first issue is “A 
  Pulp Era supplement for the Barbarians of Lemuria and 
  other Role Playing Games.”  While other RPGs might be 
  the focus down the road, this first issue is all about 
  adapting Barbarians of Lemuria – a swords & sorcery 
  RPG – into a 1930s-style pulp fiction game.  Not unlike 
  how H&H adapted Swords & Wizardry – a swords & 
  sorcery RPG – into a pulp/Golden Age comic book 
  game!  Though the similarities were surely unintentional, 
  I find it impossible to review Dicey Tales on its own 
  merits without comparing and contrasting to H&H.   
       The first and easiest comparison is that Jeff and I 
  both apparently like playful titles.  Just as Hideouts & 
  Hoodlums is an obvious play on another well-known 
  name, Dicey Tales is a playful pun on both danger-filled 
  adventures and the fact that we play these games with 
  dice.   
       The first and easiest contrast is that H&H is a self-
  contained game with the S&W rules embedded.  Dicey 
  Tales refers to the Barbarians of Lemuria rules often, but 
  those rules are separate.  A full and complete review of 
  Dicey Tales might require a review of the Barbarians of 
  Lemuria rules too, but I’ve only got so much time and 
  that rulebook looks awful thick… 
       Something else H&H and Dicey Tales have in 
  common is tone.  Though the tone of pulp fiction in the 
  ‘30s ranged from gritty to lurid to humorous, the tone 
  Dicey goes for is light and breezy, not unlike H&H.  Note 
  the obvious Gilligan’s Island references in the 
  “Professor” boon.   
       While the original H&H book had only three character 
  classes, Dicey Tales has twenty-four careers!  However, 
  unless I’m missing something from Barbarians of 
  Lemuria, it seems like careers don’t really affect game 
  mechanics (with a few exceptions, like the mystic and, 
  optionally, the priest), but are there to add flavor text and 
  to make role-playing suggestions for your characters.  I 
  suppose this could be useful for a player unable to come 
  up with a character concept, but does not seem very 
  useful beyond that.  However, I will have to check to 
  make sure H&H has all of these archetypes represented 
  as Supporting Cast Members... 
       If I had to pick just one thing to swipe from Dicey 
  Tales for character creation, it would be boons and 
  flaws.  Every character gets two boons and can take as 
  many flaws as desired, but can only gain up to two more 
  boons by taking flaws.  This is an area the H&H rules 
  don’t touch on much.  Many boons resemble skills and 
  feats from a certain other rule set, like”leap” and 
  “ambidexterity”, though much simplified.  Some assume 
  your character has, during his backstory, already 
  acquired some supporting cast members, like an “animal 
  buddy” or “mentor”.   
       I would not take the boon system and use it without 
  picking it apart for game balance first.  Maybe in this 
  game it all balances out, but I literally did a double take 
  when I saw the “magical immunity” boon.  Sure enough, 
  magic is capped at low-level stuff here, so it’s a much 
  less powerful boon that it would be in H&H, but there is 
  also a “cast iron guts” boon that makes characters 
  immune to poison and I find it hard to believe there is 
  some sort of cap on poison in the game that somehow 
  balances this out.  And how this poison immunity boon 
  only costs one slot while “combat reflexes” – which only 
  gives you an initiative bonus – is worth two, is beyond 
  me.  Conversely, there are a few boons that are surely 
  only there for comprehensiveness, such as “paper 
  pusher”, that only gives you a bonus when dealing with 
  bureaucracy (and I can’t imagine any player taking it!).   
       My reservations aside, most of the boons are well 
  thought-out, like “trick shot” that gives you a bonus to hit, 
  but only when it’s for show and not for causing damage.  
  I think most of my experienced H&H players would take 
  “fast healing”, to heal twice as fast, in a heartbeat. 
       The flaws play a little differently, being more rules-lite 
  than the boons.  Most of them just say, in any situation 
  where this flaw would come up, there will be a penalty 
  on your roll.  This leaves a lot of latitude for the one 
  running the game, while still being more concrete than 
  the character concept ideas under careers.  One fun 
  flaw, “deadly enemy”, I’ve used before in other games, 
  but I think it would be fun to play with “compulsive 
  gambler” sometime. 
       Like H&H, character deaths are largely avoidable in 
  Dicey Tales.  In H&H this is accomplished by making it 
  hard for characters to be rendered anything but 
  unconscious and (from Supplement II) the option of 
  taking a disability in exchange for death.  In Dicey, a 
  character can spend a Hero Point to explain away their 
  apparent death thanks to the “mostly dead” rule (surely a 
  winking nod to the Princess Bride).  I also like that the 
  player has to come up with an explanation for how the 
  character really survived.  I would have to review 
  Barbarians of Lemuria to see how common it is for 
  characters to have Hero Points, but hopefully they are 
  not so common that characters could play recklessly, 
  knowing that they can just burn their Hero Points willy-
  nilly as needed.  I suspect I would place a limit on how 
  many times a single character could use the “mostly 
  dead” rule per scenario and force them to come up with 
  a different explanation each time.       
       Next is a magic spell section.  The selection of 14 
  spells would be considered small for a fantasy 
  campaign, but since magic-users in this game have to 
  
   
  6
  use up their boons to be able to work magic, and then 
  are capped at first level spells, there probably won’t be a 
  rush on spellcasting in most Dicey campaigns.  The 
  rules-lite spells, with generic names like “calm” and 
  “disguise”, should look familiar to most D&D players.  
  Indeed, I could identify every spell’s equivalent from the 
  1st ed. AD&D Players Handbook, with the exception of 
  “discern” which, I suppose, is a weaker version of 
  Legend Lore (and, personally, I like the name “phantom 
  lanterns” more than Dancing Lights).  Several spells, like 
  “noxious haze” and “open” would be identifiable as 2nd-
  level spells in D&D.   
       It is worth pointing out that eight out of the fourteen 
  spells are not represented in H&H yet, making this 
  section, with a little rules tweaking, a valuable 
  supplement for H&H. 
       Instead of pages and pages of h-tech trophies, Dicey 
  Tales gives seven examples of what a “Scientific 
  Wizard” character can create (the rules for creating them 
  are unchanged from the magic item creation rules in 
  Barbarians of Lemuria, similar to how magic item and hi-
  tech item creation in the H&H core rules were the same).  
  Three should seem familiar to any D&D player, three 
  should seem familiar to H&H players (not all the same 
  three either), and one, the “thunder armor”, is 
  particularly inventive.   
       Psychic abilities are part of the “core rules” for Dicey 
  Tales, which H&H players could rely on while waiting for 
  the psionic rules in Supplement III.  The GameMaster is 
  strongly encouraged to use psychic ability only for 
  “tricks”, with most of the suggestions amounting to little 
  more than flavor text or cantrip-level distractions.  
  However, subject to “GM approval”, there is a selection 
  of 11 psychic spells that players may have.  Most of 
  them have spell equivalents in AD&D, though only five 
  of them have equivalent psionic powers.  Only the most 
  detailed of the psychic abilities would count as rules-lite; 
  most of them are no more than one-sentence 
  descriptions devoid of rule suggestions. 
       One thing I really like about Dicey Tales is that you’re 
  discouraged from having to keep track of money.  If 
  there was one thing I wish I could change about H&H 
  (but can’t, because XP is awarded for money earned) is 
  to get rid of this bookkeeping hassle, or “bean counting” 
  as it’s called in Dicey.  Right on, Jeff!  He writes, “Any 
  time there is a question as to whether the characters can 
  afford something or not, bring other factors into play 
  such as NPC contacts or pure coincidence.”  Though not 
  expressly spelled out, the rule here seems to be to allow 
  anything that “keeps the story moving.”  If your players 
  start asking to buy thunder armor for every 
  character…well, maybe that’s when it’s time to start 
  saying no… 
       Combat rules are little changed from Barbarians of 
  Lemuria, though there are a few modifications here.  
  One is related to gun ammo, a bookkeeping chore so 
  odious that I’ve made several options for getting around 
  it in H&H.  In Dicey Tales, your gun runs out of ammo on 
  a “calamitous failure” (most gamers would know this as 
  a fumble roll).  Also, if you want to pick up a new gun 
  with the same ammo off a fallen bad guy, that will cost 
  you a Hero Point.  Now, I was fine with the first rule, but 
  this one seems awful harsh, especially when that Hero 
  Point is probably going to be needed down the road for a 
  “mostly dead” situation.  Of course, H&H is based on the 
  assumption that Editors can keep track of things like 
  what kind of guns the mobsters are shooting (though, 
  admittedly, I treat all bullets as universally usable so I 
  don’t have to deal with that particular hassle). 
       The mechanic is slightly different for cover, but the 
  results are practically the same in both Dicey Tales and 
  H&H.  There is another instance of going different routes 
  for the same effect under “firing bursts or full auto”.  The 
  rule here is that, when firing at multiple targets, the good 
  guys always have to shoot underlings (“rabble”) first 
  before boss villains.  H&H also recognizes this trope of 
  pulp fiction and tries to enforce it by making a good guy 
  save against plot to shoot a boss villain first.   
       There is a very nice mechanic for suppression & 
  covering fire that H&H doesn’t touch on at all that I wish I 
  could swipe.  Similarly, I’m impressed by the guns 
  section that includes pictures of eight different kinds of 
  guns.  I always wondered if H&H should have 
  illustrations for equipment that most readers might have 
  trouble distinguishing from each other, but opted against 
  it.  Gun damage is lower than in the optional weapon 
  damage for H&H, though higher than the original core 
  rule of universal 1d6 damage.  The extra rules for bolos 
  and whips are nice and I also wish I could swipe those. 
       H&H Book III devotes half a page to vehicular 
  combat.  Dicey Tales devotes six whole pages to vehicle 
  chases, that includes vehicular combat, without 
  duplicating anything touched on in H&H.  Each round of 
  a chase, the lead car chooses a difficulty level, 
  representing “tricks and maneuvers”, to try to shake the 
  pursuing car, while the distance between the cars 
  determines the difficulty level for the pursuer trying to 
  “close the distance”.  While H&H concentrated on cars 
  being used as ramming weapons, Dicey focuses on cars 
  being used to force each other to crash.  All of which 
  H&H needs.  Unfortunately, the task resolution system, 
  as I understand it so far, from Barbarians of Lemuria, 
  has no equivalent in H&H, so adapting these vehicle 
  chase rules would require major tweaking or the 
  adoption of this task resolution system chiefly for car 
  chases.   
      Both systems have attack modifiers for vehicle 
  combat, but while H&H concentrates on the speed of the 
  vehicles, Dicey Tales focuses on targeting parts of the 
  car.  I have reservations about allowing that in H&H, 
  where combat vs. persons is meant to be too abstract to 
  target specific parts, but I also must admit that the “big 
  boom” effect of hitting a gas tank sounds like a lot of 
  fun… 
       Following the vehicle chase rules are lite stats for 18 
  types of vehicles (as opposed to only 12 in H&H Book 
  II), including planes and ships.  Presumedly the planes 
  and ships are here because the vehicle chase rules also 
  apply to them, though the “force the other vehicle” rules 
  
   
  7
  seem like they would be shaky for aerial dogfights and 
  shakier applicability to naval warfare.   
       Dicey Tales includes, not one, but two short 
  introductory scenarios, something H&H didn’t offer until 
  Supplement II.  Both emphasize story over exploration, 
  without a single map in sight.   
       The first, “A Horror in Jade” starts in a museum 
  (kudos to the period detail of a “brontosaurus” skeleton 
  in the museum).  From my experience, most of the first 
  act is going to have to be summarized for the players so 
  they don’t mess up the story.  The story requires the 
  characters to show up at the museum right before 
  closing and (again, my experience) players hate 
  showing up exactly when you expect them to in a 
  scenario.  What if they decide to wait outside for their 
  curator friend to leave or, worse, decide to skip the 
  museum entirely and wait at his home?  The NPC 
  (Supporting Cast Member) of the curator’s pretty 
  daughter is spot-on for this type of story.  When the 
  savages show up and combat is ready to begin, there is 
  no indication of how many there are except for the 
  vague “there are enough…to give the PCs a run for their 
  money”.  Is that one per character?  Two?  Since this is 
  an introductory scenario, I’m not sure how I would know.   
       Curiously, the text refers to sidebars, but the 
  formatting does not allow for sidebars.  Rather, this 
  information is in boxed text sitting horizontally across the 
  page, more like footnotes.  Granted, this is probably just 
  a minor mistake, but it looks glaring only because the 
  text is usually impeccable throughout this book.  Indeed, 
  I only spotted one typo while perusing it.   
       Getting from Act I to Act III will either require the 
  characters to do some Call of Cthulu-like research, get 
  lucky and find a magic item in the museum, or be 
  spoonfed the information they need.  The final fight in 
  Act III is less explained as it is discussed, with the GM to 
  figure out what will happen after answering six questions 
  about how he would like the scene to play out. 
       The second adventure is “The Perils of Bonaga Bay” 
  and it’s a South Seas pirate adventure.  Rrrrr!  Again, 
  the period detail is good (kudos this time for knowing 
  what an 85’ ketch is), with a much better job done on 
  describing locales, with Gamboa Station getting a whole 
  page of description and Bonaga Bay itself gets three 
  pages (counting stats for three natives).  The obligatory 
  pirates get just one page.  Only then, with all the pieces 
  introduced, is the GM set loose on combining them.  
  There is no tight story this time (to this scenario’s 
  benefit), but there are options for treasure hunting 
  (including a pretty cool aquatic creature), advice on 
  when to have the obligatory pirate attack take place, and 
  – perhaps most importantly -- story hooks for continuing 
  adventures in Bonaga Bay.              
       Dicey Tales provides a complete guide for running 
  pulp fiction campaigns using Barbarians of Lemuria and 
  almost succeeds at making me want to play Barbarians 
  of Lemuria.  More importantly, there is enough good stuff 
  in Dicey to make me want to adopt it to whatever game 
  system I would be using.  Most importantly of all, Dicey 
  could serve as an excellent supplement to H&H! 
  Mapping the Hideouts Special 2: Map
  Mapping the Hideouts Special 2: Map
  Mapping the Hideouts Special 2: Map
  Mapping the Hideouts Special 2: Map    
       Yep, it’s a map!  If you follow the rpol campaign, you 
  should even recognize it… 
   
  PUBLIS
  PUBLIS
  PUBLIS
  PUBLISHER'S STATEMENT
  HER'S STATEMENT
  HER'S STATEMENT
  HER'S STATEMENT    
       THE TROPHY CASE is published quarterly 
  by Great Scott! Games, 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.  Publisher must be informed 
  of change of address at least two weeks in 
  advance of the first day of January, April, July, 
  October, as applicable.   
       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 or 
  sent by e-mail, 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 2011 by Games by Scott Casper 
  
   
  8
  Mythic Trophies Preview
  Mythic Trophies Preview
  Mythic Trophies Preview
  Mythic Trophies Preview    
       One of the new things you’ll be seeing in Supplement 
  III: Better Quality is the concept of mythic trophies – 
  similar, but distinct from magic trophies.  But, rather than 
  explain them more, here is an example: 
       
       
       
       Golden Armor of Varuna
  Golden Armor of Varuna
  Golden Armor of Varuna
  Golden Armor of Varuna: This suit of +6 Scale 
  Armor (AC 0 [19]) is said to be hidden away in a 
  remote temple in the Himalayas.  It glows with the 
  light of a continual Light spell and allows the 
  wearer to both levitate and walk on water at will.         
       Only someone who is Lawful can wear the 
  golden armor.  If a Neutral person dons it, he will 
  become helplessly weak with fever (no save) until 
  someone else removes the armor from him.  If a 
  Chaotic person dons it, he will immediately be 
  inflicted with a horrible wasting disease (again, no 
  save) that will claim the wearer’s life after 1d10 
  painful days.   
       The golden armor can only be crushed by a 
  column, said to come from Varuna’s celestial 
  palace, which can be found in the same temple. 
   
  Sixteen Adventure Seeds
  Sixteen Adventure Seeds
  Sixteen Adventure Seeds
  Sixteen Adventure Seeds    
  By Steve Lopez (from Steve Lopez’s  
  Big Blog o’ Fun)  
       Late yesterday I was looking at the search 
  terms people used to find this blog, and one of 
  them instantly caught my eye – “ww2 super hero 
  adventure seeds” -- and I thought, “That would 
  make a dang good subject for a blog post!” So 
  thinking of that anonymous Web searcher, and 
  mindful of the media attention being lavished on 
  the new Captain America movie, I sat down with 
  a legal pad and pencil last night and started 
  scribbling. Within an hour I had a list of sixteen 
  adventure seeds for superhero RPGs set during 
  the late 1930′s and early 1940′s: 
  1.  Mobsters kidnap a star college quarterback 
  before a big game in an attempt to influence the 
  outcome and make a killing by betting on the 
  underdog opposition. The heroes are tasked with 
  rescuing the athlete and apprehending the 
  kidnappers. 
  2.  The characters are assigned to guard an 
  important atomic physicist on a cross-country rail 
  journey from New York to New Mexico. The 
  physicist is terrified of flying and thus insists on 
  traveling by rail. 
  3.  Local law enforcement learns some sketchy 
  details of a Bund plot to sabotage a factory 
  engaged in military manufacturing. The heroes 
  must prevent the catastrophe and arrest the 
  would-be saboteurs. 
  4.  The heroes are inserted behind enemy lines to 
  aid freedom fighters and partisans who are 
  fighting Axis occupation forces. 
  5.  Plans for a new top secret jet engine are 
  stolen by Axis supervillains. The player 
  characters must defeat the villains and either 
  retrieve the plans or destroy them to prevent their 
  use by the enemy. 
  6.  Entire railroad trains carrying vital defense 
  materials and munitions are vanishing without a 
  trace. The heroes must solve the mystery and 
  halt the disappearances. 
  7.  After a sudden wave of highly successful 
  torpedo attacks against Allied shipping (in which 
  no submarines were detected), a porpoise is 
  discovered carrying a torpedo strapped to its 
  back. Could this be an Axis program to train 
  marine animals to act as living bombs? 
  8.  Ordinary citizens are attacking city 
  government officials, seemingly at random and 
  without remembering later what they’d done. Are 
  they under some sort of sinister hypnosis or mind 
  control? 
  9.  Axis supervillains attack the 1943 conference 
  in Tehran, the first meeting between FDR, 
  Churchill, and Stalin. 
  10.  Several rare flytraps and other carnivorous 
  plants are missing from the state botanical 
  gardens. Soon after, numerous thefts are 
  reported from chemical companies. It’s 
  discovered that the chemicals can be combined 
  to produce a “super fertilizer” to accelerate the 
  growth of plants to monstrous proportions. 
  11.  In 1938 Egypt, teams of archaeologists from 
  England, Italy, Germany, and the United States, 
  each bolstered by 2-3 metahumans each, are 
  searching the Valley of the Kings for a lost gem 
  called the Eye of Horus, said to possess mystical 
  occult powers. 
  12.  A common link connects the sudden 
  unexplained deaths of several famous artists, 
  writers, dancers, and musicians: each of the 
  victims was found with a strange luminous green 
  diamond-shaped mark on the side of their faces. 
  13.  Four airplanes and an autogyro have 
  crashed mysteriously within the last two weeks, 
  all within a 2.5 mile diameter area in a desolate 
  part of Arizona, with literally nothing but sand, 
  scrub, and rock in the vicinity. 
  14.  A powerhouse Axis supervillain challenges 
  one of the player characters to a battle – on the 
  Mall between the Capitol and Washington 
  Monument in Washington DC. 
  15.  [This one could be a fun “one shot” session) 
  A mad scientist demands a payment of $20 
  million from the U.S. Government. If the ransom 
  is not paid, the scientist will use his Destructo-ray 
  cannon to permanently burn a “Hitler mustache” 
  on each of the faces carved on Mount Rushmore. 
  
   
  9
  16.  “Lend-Lease Heroes”. In 1940-41, the U.S. 
  loans the player character heroes to Great Britain 
  to help fight off the German attacks on England. 
  Have fun! – Steve 
  Copyright 2011, Steven A. Lopez. All rights 
  reserved. 
   
  COMIC BOOK WOR
  COMIC BOOK WOR
  COMIC BOOK WOR
  COMIC BOOK WORLD
  LD
  LD
  LD    
  More Golden Age 
  More Golden Age 
  More Golden Age 
  More Golden Age     
  Captain America Reviewed
  Captain America Reviewed
  Captain America Reviewed
  Captain America Reviewed    
  (Continued from last issue) 
       And we’re back, looking in-depth at the rest 
  of Captain America Comics #3 by Joe Simon 
  and Jack Kirby.  The second adventure is “The 
  Hunchback of Hollywood and the Movie 
  Murder.”  It’s the first Cap story yet to start with 
  a full-page splash page, something that will 
  become common practice in comics only in the 
  years to come.  The story begins with a quick 
  explanation of the story’s patriotism; the movie 
  about to be made might take place in the Middle 
  Ages, but the theme is to be deliberately anti-
  Nazi.  Coincidentally, the movie is going to be 
  filmed on location in an old castle near Fort 
  Lehigh. 
       Previous stories had suggested Ford Lehigh 
  was close to Manhattan, but here Fort Lehigh is 
  clearly up in the mountains.  Although the 
  elevation suggested in some pictures might 
  suggest the Adirondack Mountains, the 
  possibility closer to Manhattan is the Hudson 
  Highlands, which also happen to be home to 
  West Point.  Is “Camp Lehigh” then just a code 
  name for West Point?  It’s an intriguing 
  possibility and actually makes more sense for 
  Private Steve Rogers to be at a military academy 
  instead of an actual army camp; after all, in real 
  time he’s only been in the service for three 
  months. 
       The producer of the film is murdered in the 
  dungeon of the castle and, although a caption 
  tells us that the producer has set up his office 
  there, this seems unlikely.  More likely, the 
  producer is just there helping to scout the 
  location.  Luckily, the shooting of the film 
  continues without him (the producer must have 
  already done all his work, or perhaps a new 
  producer was hired but is never shown) and 
  soldiers are invited to serve as extras in the 
  movie.  Steve (smoking his pipe, as he is often 
  shown doing when off-duty), Bucky, and even 
  their Sergeant (now finally named Duffy) are 
  recruited.  Bucky spots “Marie Deterle”, the 
  movie’s star, on set.  Marie Deterle sounds a lot 
  like Marlene Dietrich.  Interestingly, Marlene 
  Dietrich was not under exclusive contract in 
  1941, appearing in both Universal’s The Flame 
  of New Orleans and Warner’s Manpower that 
  same year, so if “Marie” is code for Marlene, 
  that doesn’t tell us anything about what 
  “Superstar Pictures” is code for.  
       In true Hollywood fashion, this version of the 
  Middle Ages is highly anachronistic.  Steve is 
  given the role of a knight and wears plate armor 
  reminiscent of the 14th century.  Bucky’s 
  heavily-padded hose suggests a courtesan of the 
  16th century.  Steve’s jousting scene (it seems 
  that Steve is a stuntman instead of an extra) is 
  interrupted by murder and he and Bucky switch 
  into their own costumes in record time (granted, 
  the jousters were only wearing prop armor, or an 
  arrow to the chest would likely not have killed 
  Steve’s opponent).  The caption reading that 
  Steve “hits the archer with the force of a five ton 
  meteor” is surely hyperbole, especially since the 
  archer is still conscious and about to confess 
  after being hit that hard.  This is not the first time 
  it has been suggested that Cap has superhuman 
  strength, however.     
       Also in true Hollywood fashion, Cap’s 
  prisoner is murdered just before he can confess – 
  though not with a bullet in the back, but with a 
  big, grisly spear chucked straight through him.  
  Steve sees a hunchback fleeing the scene on the 
  castle wall and, knowing that “Goris Barloff” 
  plays the Hunchback in the movie, immediately 
  assumes that Goris is the killer.  Of course, Goris 
  Barloff is intentionally close to Boris Karloff.  
  Boris was not doing movies in 1941, though, but 
  acting on Broadway in Arsenic & Old Lace.  
  Maybe Boris owed the producer a favor?  
       Cap rushes after the killer and meets the 
  Hunchback on a staircase, but the staircase is 
  only a prop and it collapses under the strain of all 
  their fighting.  When Bucky picks himself out of 
  the wreckage, he gets in a funny, topical 
  reference to the Blitz and Cap gets told the 
  Hunchback was headed to Goris Barloff’s 
  
   
  10 
  dressing room.  Instead of rushing after the 
  killer, though, Cap goes to change out of his 
  costume with the strange notion that someone 
  might recognize him as Steve Rogers if he 
  doesn’t climb back into his prop armor first.  It 
  would have made more sense just to say that 
  Steve was hurt in the fall and needs a few 
  minutes to recover (maybe Steve’s pride can’t 
  take that and he needs another excuse?).  The 
  real purpose of this seems to be to leave Bucky 
  in charge of confronting Barloff at his dressing 
  room so he can bungle the job and let Barloff get 
  away.  When the Hunchback shows up again, 
  this time trying to kill an actress, Steve can’t win 
  the fight because of the “cumbersome” armor 
  he’s wearing (but it’s prop armor – how 
  cumbersome can it be?) and the Hunchback gets 
  away again.   
       In fact, the Hunchback takes over the whole 
  castle and the only way for Cap to get in is to be 
  catapulted over the wall.  This scene looks great, 
  with modern searchlights beaming onto the walls 
  of an ancient castle, and it also establishes who 
  isn’t the Hunchback by showing most of our 
  suspects watching out front.  When Cap only 
  finds someone else inside and it is the same actor 
  who earlier told Cap that the Hunchback went to 
  Goris’ dressing room, he realizes he was wrong 
  about Goris.  Cap and the actor then have a 
  zinger of a two-page swordfight where Kirby 
  really gets to cut loose, complete with them 
  kicking over props at each other, before Cap 
  wins.  Note, though, that this guy is either an 
  amazing fighter or maybe Cap was hurt much 
  worse in the staircase collapse than he’s been 
  letting on (or maybe he was coming down with a 
  cold?).   
       Two nice bits at the end is the actor being 
  forced to write out a confession (many superhero 
  stories skip concerns past defeating the bad guy) 
  and, once back at camp, Steve and Bucky getting 
  in trouble for sarcastically mocking their alter 
  egos (the irony being more amusing than the 
  typical ending of Steve and Bucky getting in 
  trouble for being AWOL). 
       Lastly, compare this story to the earlier debut 
  of Clayface, who was also based on Boris 
  Karloff, in Detective Comics.  
       The last, and slightest, story in #3 is “The 
  Queer Case of the Murdering Butterfly and the 
  Ancient Mummies.”  The title is richly evocative 
  of comic books’ pulp roots, but the Butterfly is 
  more typical of the colorful villain du jour of 
  comic books.   
       The story opens with Steve and Bucky in 
  camp and Steve making a comment about Bucky 
  getting to West Point someday, which seems to 
  counter my earlier suggestion that Camp Lehigh 
  is West Point, unless Steve just means Bucky 
  will get to enroll someday and not just be the 
  campus mascot anymore.  The action picks up 
  when Steve reads a newspaper article about the 
  “notorious killer” The Butterfly boasting of his 
  own plan to steal ancient Egyptian relics from a 
  nearby museum (it would be interesting to know 
  how a reporter got that scoop).   
       The Butterfly has got to be one of the most 
  garish villains ever, wearing head-to-toe green 
  stripped tights, big red and orange wings that 
  somehow allow him to fly, and a helmet with 
  big, red, multifaceted eye covers, antennae, and a 
  three-foot long blood red proboscis that it uses to 
  impale and kill museum guards.  And, one of 
  those things that just made sense in a Golden 
  Age comic, the Butterfly uses no gloves, so he 
  can leave fingerprints all around the museum that 
  the cops apparently never check for. 
       The Butterfly kills twice at the museum 
  before Bucky comes to investigate and finds a 
  secret passageway, by pure chance, that leads to 
  the Butterfly’s secret room where his costume is 
  hanging (a nice touch) on the wall as if pinned 
  there.  But Bucky is discovered by the 
  Butterfly’s henchman, a big, strong, dumb brute 
  named Lenny (an obvious reference to Of Mice 
  and Men) we already saw earlier works for the 
  museum curator, and he locks Bucky in a 
  sarcophagus to keep him quiet. 
       This might have been the end of poor Bucky, 
  but the Butterfly realizes he wants some more 
  money real quick before he flees the country to 
  South America.  In the most imaginative scene in 
  the whole story, but sadly reduced to one small 
  panel, the Butterfly has a gang of hoodlums 
  
   
  11 
  waiting to hear from him in another location, 
  which he contacts through a four-armed statue 
  and tells them to go pull a fast bank heist for 
  him.  This is lucky for Bucky because Steve 
  Rogers just happens to be in front of the bank 
  they pick to rob and he beats up the bank robbers 
  without even bothering to change to Captain 
  America first (but runs away afterwards before 
  anyone can identify him).   
       Only later does Steve bother to check the 
  museum, being the last place Bucky was seen, 
  and changes to Cap inside after it closes.  He 
  quickly runs into Lenny, who proves to be so 
  tough that it takes Cap a page and a half to beat 
  him (Cap is still a low-level H&H character at 
  this point!) and, even then, Cap has to resort to 
  throwing a sharp dinosaur bone into Lenny, 
  either killing him or at least seriously injuring 
  him. In contrast, the battle with The Butterfly 
  lasts only half a page.  The Butterfly doesn’t 
  even bother with his murderous proboscis and 
  uses a simple handgun.  For the first time ever, 
  Cap takes out a main villain with a shield toss as 
  The Butterfly hovers in mid-air.  In these panels, 
  there is a rope dangling from The Butterfly, but 
  not seen above him, so it is unclear if the 
  implication is that he never was actually flying 
  or if he only planned on tying up Cap while 
  holding him at gunpoint.  Of course, when 
  unmasked, it’s no surprise that The Butterfly was 
  the museum curator, the only other suspect 
  introduced in the story.  He fell on his face after 
  Cap hit him and is about to die (but is it from the 
  fall or Cap’s shield toss?).  Luckily his final 
  confession isn’t about why he robbed his own 
  museum, where he stashed the loot, or why he 
  murdered his own guards, but about where 
  Lenny trapped Bucky earlier.  And, despite the 
  fact that Bucky’s been locked in a sarcophagus 
  all day long, he’s all smiles when he’s let out and 
  is soon laughing at Steve when, in character as 
  the foppish Army private, Steve claims to be a 
  nervous person.  Boy sidekicks sure never suffer 
  from trauma! 
       It’s also worth mentioning that at no point in 
  the story do we ever see a mummy, let alone an 
  ancient one like the title promised.  Oh Joe!      
   
  Q&A with the Editor
  Q&A with the Editor
  Q&A with the Editor
  Q&A with the Editor    
       Q:  Since an android superhero wrecks with 
  fire, why does it do no damage? 
       A:  Wrecking things is never meant to be 
  directly useable as a weapon, though an Editor 
  could reasonably allow it to indirectly harm others.  
  One example would be a Superhero wrecking the 
  floor could cause people in a room to fall to the 
  level below and take falling damage.  In this case, 
  it would be reasonable, if the android set 
  someone’s clothes on fire, or melts a gun 
  someone is holding, to cause up to 1d6 damage to 
  the person wearing or holding such. 
       Q:  Can a person holding two shields get a 
  cumulative cover bonus? 
       A:  I have to admit I hemmed and hawed over 
  this one a bit, but ultimately you’re just trading 
  hard cover for having no free hands.  I can’t really 
  object to that and have allowed it in the Library 
  Campaign.    
      Q:  Is it reasonable to assume that a Magic-User 
  would be knowledgeable about alchemy? 
       A:  Yes, it’s reasonable for the players to make 
  assumptions about what kind of information their 
  Heroes would know – with Editor approval, of 
  course.  A rough guideline would be to consider 
  the Hero’s class first and then (assuming you’ve 
  worked out a background for your character) any 
  occupation the Hero has or has had.  What would 
  your Hero have to know to be good at what he 
  does, or did?   
       For the most part, H&H avoids requiring any 
  kind of game mechanic for using skills.  If a Magic-
  User wants to know if the liquid in a bottle is a 
  magic potion based on his knowledge of alchemy, 
  and this seems like a reasonable request to the 
  Editor, then just tell him if it is or isn’t.  If there is 
  some reason for doubt (or perhaps the player is 
  asking this to avoid casting Detect Magic all the 
  time), then the Editor could assign a 2 in 6, 3 in 6, 
  or 4 in 6 chance of success based on the difficulty 
  of the situation. 
         
   
  Rules 
  Rules 
  Rules 
  Rules for Establishing Mood
  for Establishing Mood
  for Establishing Mood
  for Establishing Mood    
  in a H&H Campaign
  in a H&H Campaign
  in a H&H Campaign
  in a H&H Campaign    
       Perhaps you’re considering running a H&H 
  campaign, but you have not read many golden age 
  
   
  12 
  comic book stories and you are unsure of setting 
  the right mood.  The following is quoted from 
  Shazam!:  The Golden Age of the World’s 
  Mightiest Marvel!: 
  “Reprinted below are the 1942 writing guidelines 
  for all of the Fawcett titles:  
  “FAWCETT COMICS MAGAZINES CODE OF 
  ETHICS 
  “1.  Policemen, judges, officials, and respected 
  institutions must not be portrayed as stupid or 
  ineffective in such a way as to weaken respect for 
  established authority.  Crimes against the law shall 
  never be presented in such as to throw sympathy 
  with the crime as against law and justice or to 
  inspire others with the desire for imitation. 
  “2.  No comic shall show a male or female 
  indecently or unduly exposed, and in any event not 
  more revealing than in a bathing suit commonly 
  worn in the U.S.A.  Wanton, sexy drawings are not 
  to be presented under any circumstances. 
  “3.  No scenes of actual sadistic torture may be 
  shown. 
  “4.  No comics which ridicule or attack any 
  religious groups are permitted. 
  “5.  Vulgar language shall not be used.  Slang is 
  permitted only when essential to the story. 
  “6.  Comics shall not give divorce a humorous or 
  glamorous treatment. 
  “7. No comic shall use dialects and devices in a 
  way to indicate ridicule or intolerance of racial 
  groups.” 
       Now, the funny thing is, every comic book 
  company in the golden age broke some or all of 
  these rules, including Fawcett.  The important 
  thing, though, is to impress upon the players that, 
  even if they encounter exceptions in the game, 
  these are the rules of the genre.   
   
  More House Rules for H&H
  More House Rules for H&H
  More House Rules for H&H
  More House Rules for H&H    
  From another blog post by Steve Lopez
  From another blog post by Steve Lopez
  From another blog post by Steve Lopez
  From another blog post by Steve Lopez    
      I've wanted to publish this for quite a while, so 
  I'm happy that Scott has selected this for inclusion 
  in The Trophy Case: my “house” rules for Hideouts 
  & Hoodlums. 
       First of all, I’ll tell you straight up: I’m not big on 
  player character mortality in this game. It was one 
  thing when an OD&D character bought the farm: 
  “Oh, Vasgard the Fighter got killed? OK, I’ll throw 
  some dice for a new fighter; hmmm…I’ll name him 
  Zasgard the Fighter.” Characters in those days 
  tended to be fairly expendable and interchangable 
  from 1st through 4th level or so; one first level 
  fighter in OD&D looks pretty much like any other 
  (and, in our games at least, they all pretty much 
  tended to be modeled after either Conan, Fafhrd, 
  or John Carter). 
       H&H characters are quite another story; they 
  seem to require a bit more emotional investment 
  on the part of the player. Sure, you could just 
  create a cookie-cutter character, but it’s a lot more 
  fun to try to figure out how to hammer out weird 
  and diverse powers into a coherent background 
  (especially when you can pick new powers every 
  24 hours or so if you wish). I also think it’s 
  inherently somewhat unfair for 2 or 3 characters to 
  have to tackle a hideout which is butt-deep in 
  villains, hoods, and monsters without getting some 
  sort of break. 
       Hence House Rule #1
  Hence House Rule #1
  Hence House Rule #1
  Hence House Rule #1: Player characters of 
  Level 1-3 don’t roll for hit points; they automatically 
  get the maximum HP for their race and class. 
       House Rules Part 2
  House Rules Part 2
  House Rules Part 2
  House Rules Part 2 consists of rules for 
  healing. Normal healing occurs as in the Hideouts 
  & Hoodlums rulebooks: 1 HP for every 4 hours of 
  rest. Also once every 2 hours a PC can make a 
  save vs. Science with a success resulting in the 
  gain of another HP. 
       That’s all by the book. Here’s the house rule for 
  healing. Being as there are no “iron rations” in 
  H&H (remember those? Back in the day it cost 
  your character 15 gold pieces just to start a 
  dungeon expedition because they had to buy “iron 
  rations”, providing players some incentive to keep 
  going deeper into the dungeon or risk going 
  broke), we need to find a way to attach some kind 
  of price tag to “hideout crawling”. In H&H, the 
  characters can pool their resources and buy the 
  (pricey) first-aid kit from the equipment list in Book 
  One. The kit can be used an unlimited number of 
  times in a single hideout expedition, but as soon 
  as the characters emerge from the hideout, the 
  first aid kit is considered used up (thus a new one 
  must be purchased before the PCs can return for 
  another crack at the hideout). 
       A first aid kit must be used on an injured 
  character immediately after the end of a violent 
  encounter; roll 1D4 for the number of hit points 
  regained. Only hit points lost in that encounter can 
  be regained; prior damage can not be healed in 
  this way. Any damage suffered in that fight and not 
  healed immediately by the kit must be healed later 
  by one of the two “book” methods. 
       Examples: Tesla the Human Dynamo goes into 
  a fight already having suffered 3 points of HP 
  damage. In this current (no pun intended) fight, 
  he’s hit for 3 more points (total=6 HP damage). 
  Immediately after the fight Tesla uses a first aid kit; 
  the player rolls 1D4 and gets a 4. The three points 
  Tesla suffered in the fight which just concluded are 
  healed; the surplus 1 HP of healing is lost. 
       In his next fight, Tesla begins with 3 HP 
  
   
  13 
  damage and (again) suffers an additional 3 HP 
  damage in this new fight. Immediately after the 
  fight Tesla uses the kit; the 1D4 roll is a 1. Tesla 
  heals one point of the new damage; the other two 
  points must be healed by rest, a saving throw, a 
  healing pill, etc. but can’t be healed by a first aid 
  kit. Tesla now has 5 HP damage as the adventure 
  continues. 
       House rule #3: Revised treasure rule.
  House rule #3: Revised treasure rule.
  House rule #3: Revised treasure rule.
  House rule #3: Revised treasure rule.  
       Lawful good characters get screwed on 
  treasure and XP, which means that a lot of players 
  will opt to play chaotic or neutral characters just for 
  the bigger payoff (which seems to be pretty 
  antithetical to what H&H is supposed to be about). 
  If you don’t want to totally disregard the saving 
  throw requirement for lawful characters to be able 
  to cop some cash and goodies from the bad guys, 
  you can at least give them a decent piece of the 
  action every so often: Lawful characters can 
  always take money and treasure recovered after 
  defeating animals, non-sentient creatures, and 
  extraterrestrials, as well as anything found “lying 
  around” unguarded. 
       House rule
  House rule
  House rule
  House rule    #4: Money conversion from 1st 
  #4: Money conversion from 1st 
  #4: Money conversion from 1st 
  #4: Money conversion from 1st 
  edition AD&D to H&H
  edition AD&D to H&H
  edition AD&D to H&H
  edition AD&D to H&H. 
       For those of us who are fond of using the 
  random dungeon rules in the back of 1st Ed. 
  AD&D’s Dungeon Master’s Guide, here’s the “D&D 
  to U.S. currency exchange rate”: 
  1 copper piece = 1 penny 
  1 silver piece = 1 dime (or two nickels, if your 
  characters need change for a pay phone) 
  1 electrum piece = 1 quarter (or half-dollar, if you 
  want to stick with a strict relative AD&D 
  conversion) 
  1 gold piece = 1 dollar 
  1 platinum piece = 5 dollars 
       For amounts in dollars, it’s always GM’s 
  discretion as to whether the currency is composed 
  of coins or paper (or a mixture of both). 
       House rules Part 5: Hideout lighting
  House rules Part 5: Hideout lighting
  House rules Part 5: Hideout lighting
  House rules Part 5: Hideout lighting. 
       This part is always a pain in the patoot. GMs 
  have to annotate their maps with how a hideout’s 
  rooms and passages are lit; it was so much easier 
  back in the pre-Edison sword and sorcery days 
  when dungeons were blacker than the deepest pit 
  of Hell except in rare and special instances. But 
  you can’t just blow off the subject of lighting, 
  otherwise human characters might lose their 
  “dark/dim light” defensive bonus. 
       Each room in a hideout has a lighting fixture. In 
  passages, lighting fixtures are located every 60′. 
  Electric bulbs in these fixtures will cast light in a 
  30′ radius. 
       I have two methods for determining lighting. 
  The easier method to understand is also more of a 
  pain in the butt for map annotation: 
  Die Roll (1D6) 
  1-2 Completely dark (empty fixture or burned-out 
  bulb) 
  3-4 Dimly lit (low wattage bulb or one on its last 
  legs) 
  5-6 Brightly lit 
       The second method is easier to annotate 
  (hollow dot for working bulb; black dot for empty 
  fixture or burned-out bulb), but a hair more 
  complicated in execution: 
  Die Roll (1d6) 
  1-3 Completely dark (empty fixture or burned-out 
  bulb) 
  4-6 Brightly lit 
       Both charts can be easily be “tweaked to taste” 
  (if you prefer a darker hideout, make a roll of 1-4 
  indicate a dark fixture, for example). 
       On a map grid using 10′ squares, a square 
  containing a lit bulb and all adjacent squares are 
  brightly lit. Squares which are 2 or 3 squares away 
  are considered to be dimly lit (and thus provide the 
  defensive bonus for human characters). 
       PCs can disable a working lighting fixture (e.g. 
  smash the bulb) at a cost of 10′ movement. 
       House rules Part 6
  House rules Part 6
  House rules Part 6
  House rules Part 6: player characters don’t die 
  until they reach -10 H.P. As I said, I’m pretty anti-
  'PC mortality'.  
  Copyright 2011, Steven A. Lopez. All rights 
  reserved. 
   
  Gallery of Rogues
  Gallery of Rogues
  Gallery of Rogues
  Gallery of Rogues    
       Running H&H on the fly and need some quick 
  Supporting Cast Members?  Below are three 
  ready-made SCMs that can be dropped into most 
  any campaign. 
  Willi
  Willi
  Willi
  William J. Bacon, City Councilman
  am J. Bacon, City Councilman
  am J. Bacon, City Councilman
  am J. Bacon, City Councilman    
  F 1, hp 4.  AL L.  S 10, I 17, W 11, C 13, D 8, Ch 8. 
       “Porkbelly” his enemies call him and the name 
  seems to fit; this WWI vet has not aged well and is 
  round and portly now in his 40s.  But he is also a 
  genius with a fantastic memory for facts and 
  figures, as well as having an earnest desire to help 
  his constituents by bringing more jobs to the 
  community.  His political enemies see it as 
  coddling the working class and wish to sink his 
  chances of re-election.  They may not have to 
  work hard; William is a quiet, soft-spoken man with 
  a habit of murmuring his way through speeches.  
  Unless he acquires a more vocal and outgoing 
  spokesperson, like perhaps a local Hero, then his 
  
   
  14 
  political future seems dim. 
  Michaela Salmons, Zookeepe
  Michaela Salmons, Zookeepe
  Michaela Salmons, Zookeepe
  Michaela Salmons, Zookeeperrrr    
  E 2, hp 13.  AL L.  S 13, I 9, W 10, C 15, D 12, Ch 
  9. 
       At only 30 years old, this explorer has spent a 
  surprising number of years in Africa and South 
  America, trapping exotic animals both large and 
  small and bringing them back to zoos in the United 
  States.  Prescient of the dangers of extinction, she 
  has made it her mission to secure as many 
  animals to be safeguarded in zoos as possible.  
  She was never so naïve as to believe that the 
  animals were better off in zoos than in the wild, but 
  it still shocked her to see the appalling conditions 
  at the zoo in your Hero’s home town.  She 
  promptly applied for the job of head zookeeper 
  and began making severe changes as soon as she 
  won the post.  Of course, the old head zookeeper, 
  now fired, resents her intrusion and has been 
  plotting his revenge.   
       Also, wanderlust has been tugging at her and 
  Michaela desperately needs to find a worthy 
  successor so she can go exploring again.  Not all 
  of this is a natural wanderlust.  When she was last 
  in South America, she was scouting some ruins 
  and saw a bright, sparkly object there that she can 
  barely recall the appearance of now in her mind, 
  but subconsciously is compelled to go back and 
  look at again… 
  Minnie Green, Architect’s Wife
  Minnie Green, Architect’s Wife
  Minnie Green, Architect’s Wife
  Minnie Green, Architect’s Wife. 
  M-U 2, hp 6.  AL N.  S 11, I 14, W 7, C 13, D 12, 
  Ch 7.    
       Minnie Bernstein was perfectly happy when she 
  married Phillip Green and became a housewife 
  and she remained happy for several years.  Then 
  things became boring at home.  She tried getting 
  involved in the community, her church, and her 
  neighbor’s personal business through gossip, but 
  nothing seemed to help – until she found a real 
  spellbook for sale in a bookstore.  At first it was 
  just a lark, but to her surprise, she understood the 
  spells and could make them work.  And, for awhile, 
  the secret life of being a witch kept her from 
  feeling bored.   
       It started out with just telling one friend.  Then 
  another.  Soon, Minnie had a whole coven of 
  bored housewives in her neighborhood, eager to 
  become her apprentices.  They knit, gossip, and 
  learn black magic, all without their husbands 
  knowing.  So far. 
    
  MOBSTER SPOTLIGHT
  MOBSTER SPOTLIGHT
  MOBSTER SPOTLIGHT
  MOBSTER SPOTLIGHT    
       Our first “new” mobster this time is a preview of 
  the new mobsters section of Supplement III.  
  Following that is a really brand new mobster! 
  Demon, Rakshasa
  Demon, Rakshasa
  Demon, Rakshasa
  Demon, Rakshasa    
  Armor Class: 
  1 [19] 
  Hit Dice:  
  14 
  Attacks:  
  bite (2d6+4), claw (1d10+4)  
  Special:  
  see below 
  Move: 
   
  75 (90 fly) 
  HDE/XP: 
  16/3200 
       Amongst the most powerful of demons, 
  rakshasas were first known of in India.  They 
  appear to be grotesquely deformed orangutans 
  taller than men in their natural forms.  They have a 
  True Strength of 35 and wreck things as if 4th level 
  Superheroes.  All rakshasas are also Magic-Users 
  of at least 4th level.  In addition to those spells and 
  the spell-like abilities of all demons, rakshasas 
  have the following additional spell-like abilities: 
  Detect Good, Gust of Wind, Invisibility II, 
  Phantasmal Force, and Polymorph to any form at 
  will; and Lightning Bolt (8 HD) every other turn.  
  Rakshasas use d10 for Hit Dice and regenerate 1 
  hp per turn (or twice normal healing rate if faster).  
  Further, the spells of casters below 4th level do not 
  affect them, and against higher-level spell casters 
  they are yet 65% immune to all spells. 
  Lurkers from the Stars
  Lurkers from the Stars
  Lurkers from the Stars
  Lurkers from the Stars    
  Armor Class: 
  3 [16] 
  Hit Dice:  
  9 
  Attacks:  
  smother (2d6) 
  Special:  
  paralysis, regenerate, immune 
  to cold  
  Move: 
   
  55 fly 
  HDE/XP: 
  10/1400 
       These things appear to be floating blobs, 
  slightly larger than man-sized, through which 
  distant constellations can be seen as if through a 
  telescope.  No one has been able to chart the 
  region of space apparently visible through them 
  because just gazing on a lurker requires a save 
  against science to avoid becoming paralyzed for 
  3d6 turns.  The touch of a lurker also requires the 
  same saving throw.  
       The smothering touch of a lurker feels cold and, 
  indeed, half of all smothering damage is actually 
  cold damage.  A lurker regenerates 1 hp per turn. 
       Lurkers from the stars seem to have come to 
  Earth for a specific, unknown, but always deadly 
  purpose.  They will target specific individuals, 
  following them anywhere relentlessly, until those 
  individuals are dead, while completely ignoring 
  others.  When encountered, the Editor should roll 
  randomly to determine just how many and which 
  ones of the people present the lurker from the 
  stars will attack. 
   
  GREAT SCOTT! GAMES 
  GREAT SCOTT! GAMES 
  GREAT SCOTT! GAMES 
  GREAT SCOTT! GAMES     
  PRODUCT LIST
  PRODUCT LIST
  PRODUCT LIST
  PRODUCT LIST    
  
   
  15 
       The following products are currently available 
  for sale on drivethrurpg.com (also see 
  sites.google.com/site/hideoutsandhoodlums/ for 
  free products): 
   
  Book I: Men and Supermen 
   
  Book II: Mobsters and Trophies 
   
  Book III:  Underworld and Metropolis 
  Adventures 
   
  Reference Sheets 
   
  Supplement I: National 
   
  Supplement II: All-American 
       The three core rule ebooks are $2 each, the 
  sheets are free, Supplement I is $2.50 and 
  Supplement II is $3 – a total of well over 300 pages 
  of material for just $11.50!   
       Soon, Supplement III: Better Quality will also 
  be available for sale.  This ebook will include new 
  classes, powers, revised inventing rules, stunts, 
  psionics, new mobsters and trophies, and more! 
   
      
  Great Scott! Games
  Great Scott! Games
  Great Scott! Games
  Great Scott! Games    
  6300 Church Rd., Apt. 112C
  6300 Church Rd., Apt. 112C
  6300 Church Rd., Apt. 112C
  6300 Church Rd., Apt. 112C    
  Hanover Park, IL. 60133
  Hanover Park, IL. 60133
  Hanover Park, IL. 60133
  Hanover Park, IL. 60133   
   
  OPEN GAME CONTENT
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  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. System Reference Document 
  Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax and 
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