Friday, November 30, 2018

Target Comics #1 - pt. 2

Now, let's jump ahead to the next feature, Lucky Byrd, Flying Cadet. Although it looks like someone different inked over him, this is our old friend Harry Francis Campbell, from Dean Denton and John Law. Like his predecessors, Lucky wins the day with his scientific know-how, and here he explains to us how he figured out how a bomb set off by altitude could work.

Next up in this all-star line-up of artists is Joe Simon (minus Jack Kirby), drawing T-Men. T-Men, as the first page (not seen here) explained to us, are like G-Men, but they work for the Treasury Department. 

Here, a disguised T-Man is captured and is put into a deathtrap -- or rather, a deathtrap is sat in his lap. A black soldier spider isn't a real thing -- thank goodness, because that thing is huge! Well, using large/huge/giant terminology, this could be our first example of a large spider. Its bite is implied to be quite lethal.

It's unclear if the hoodlum falls because he's dead or just because he's been shot. Under normal circumstances, you don't have to worry about falling down after taking damage in Hideouts & Hoodlums, but common sense can overrule that for situations like this, when you happen to be leaning over a trapdoor at the time.

A rare example of a bullet wrecking things. I've never been happy with how to handle this, but perhaps the bullet can just be treated as flavor text, now that non-superheroes can all wreck things.

And we get an example of a secret door and a hideout connected to sewers.
This true crime genre feature is called City Editor, with the hook being that journalists are investigating instead of the police. Though, really, this kid winds up doing most of the detective work. And just for a plate of beans and some coffee too! Half-pints are easily bribed. They also can have surprising skills, like photographic memories and the ability to draw photo-realistic.

This feature is really different. Calling 2R is a twisted boys town with super science weapons doled out to the kids.

This first weapon is a raygun that can make you blind and stunned for 24 hours (though I would allow saving throws for both effects and have the duration be a range of hours, like 3-24). 

A vest that projects force blasts, or the Blast I power, seems awfully potent to turn on another half-pint with 1-3 hit points.
Three of the bad guys here are gangsters, accompanied by the spy in the green coat.

The electrical force wall seems to act as more than a Wall of Force spell; it does some damage (1-3 or a full die?) against anyone touching it, but apparently does more damage if you're touching metal and not grounded, and stalls electronics that touch the wall.

The airbug is an interesting design. I doubt it would fly, yet it almost seems feasible.
The Captain tries to sneak up on the spy, but the surprise check the Editor rolled said he failed. He might still have gotten lucky and gone first by winning the initiative on turn 1 of combat, but was not so lucky and apparently only had 6 or less hit points.

Speck was only stunned on a previous page, and that's not applesauce on his head. This strip is really violent, by the way.
At the end of this page is a very rare indication in a comic book that skills have to be learned, as most of the time anyone seems to have a chance to try anything.

(Scans courtesy of Comic Book Plus.)


  1. Just discovered this blog of yours, and read the two most recent posts. This is great stuff! And the dedication on display here is astounding! :)

  2. Thank you, Max! It's true, I've poured 10 years into making Hideouts & Hoodlums the truest comic book role-playing game out there. Keep reading, there's lots here and lots more to come!