It's been a long time since we last checked in with Quality Comics' flagship title. Here, the Clock (sans mask) investigates how a car was tricked into careening off the road, and anticipates the movie Goldfinger by 24 years.
That the Clock wakes up after 30 minutes suggests that he was simply stunned and recovers 1-6 turns later, but the Editor has decided to make those 10-minute exploration turns (which the Editor can do, at his discretion).
Monogrammed cigarettes must have been a novelty item of decades past.
That's also quiet an expose in the newspaper, that the dead man was a FBI man with secret industrial mobilization plans on him. I bet the FBI was wanting to keep that a secret. Industrial mobilization was, of course, a real thing, and had been ongoing since Sept. 1939 in the U.S.
I've seen this in games before, paying kids to run messages for you. In a pre-modern age it can be more reliable than technology for communication, though it could put the kids in danger.
Panel 3 is a good example of how easy it is for Heroes to scale walls, even in dress shoes and tuxedos, while carrying canes in one hand.
This is Lena Pry and we haven't looked in on this comic strip in a dog's age. I include this bit because of the discussion of relief checks, which was another real thing. The Agricultural Adjustment Act (AAA) was a United States federal law of the New Deal era designed to boost agricultural prices by reducing surpluses. The government bought livestock for slaughter and paid farmers subsidies not to plant on part of their land.
The Great Bear Lake is a real lake. It is the largest lake entirely in Canada, the fourth-largest in North America, and the eighth-largest in the world. Moose Creek is also real, running through Ontario.
There really is a Nugget City in the Yukon, but it's a RV park and, I suspect, doesn't date back as far as 1940. It's possible that "Nugget City" is a euphemism for the Town of Dawson, which was at the center of the Klondike Gold Rush.
This is Spin Shaw and Spin is in an unusual gaming situation that I've only seen once before in a Star Wars session; Spin is "grounded" by a captain who doesn't want him involved in the scenario, so part of the scenario becomes finding a way to get into the rest of the scenario. Here, Spin's player wisely finds a use for his plane that nothing else can do, forcing the captain's hand to let him take off. No dice rolls should be needed to judge a situation like this, and the player should certainly be rewarded for ingenuity.
Unlike Reynolds of the Mounted, which was surprisingly easy to place in the real world, San Luray seems to be entirely fictional. There actually is an archipelago called the Barren Islands -- but it's in Alaska, and it's very unlikely that this adventure takes place there. "Barren Islands" was surely meant to sound evocative, but also generic enough that they could be anywhere.
The cliche of the hollow statue that can be made to appear to be talking to its worshipers is as old as racism in adventure fiction. I include this example, though, because of the added details, like the density of the foliage concealing the entrance (find as secret door?), the fact that the entrance is a "queer opening" because it's much smaller than a normal door, and the shots of the interior show that the body has just one hollow column leading up to a small floored room in the head.
Eisner makes a point of showing us that Dollman is a good fighter at full-size to explain how he is still so capable at tiny size. Why I share this particular page, though, is for the use of "tomahawk" to describe a sap/blackjack. This may be purely a joke, as I can find no evidence that tomahawk was ever a slang term for a sap or blackjack.
(Scans courtesy of Digital Comic Museum.)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label Reynolds of the Mounties. Show all posts
Showing posts with label Reynolds of the Mounties. Show all posts
Wednesday, August 26, 2020
Feature Comics #30 - pt. 1
Labels:
Captain Fortune,
cliches,
climbing,
Clock,
clues,
Dollman,
history lesson,
Lena Pry,
lingo,
locations,
player tips,
precedents,
Reynolds of the Mounties,
secret doors,
Spin Shaw,
stunning,
turns
Monday, March 25, 2019
Feature Comics #29 - pt. 1
Despite having been a lab assistant until recently, Darrel Dane already has a reputation as a private eye. Becoming a private eye is a handy way to get plot hook characters to walk in on you...but shouldn't Darrel have been suspicious that the threatening note was in easily identifiable cursive?
Suave thieves should probably be statted as slick hoodlums.
I'm curious about this, and wonder how typical it would be for a museum to employ five or more security guards for the same shift. It's also worth noting that none of the security guards wear uniforms.
It may also be worth noting this is the first mention of 18th century Spanish painter Francisco Goya in a comic book.
I don't have anything game mechanics-related to say about this page; I just think the set-up of this scene is hilarious. Ugly piece!
I'm including this page of Dixie Dugan for the unusual use of the word "punk," here used as an adjective and simply meaning "bad."
Sir Malcolm Campbell was real and worthy of being a supporting cast member in a Hideouts & Hoodlums campaign someday. You can read more about him here.
The Clock should be suspicious that the gangsters in the car had taken the time to ditch their identifying papers, but left a letter addressed to "The Reaper" in the car with them. Actually, maybe he is suspicious, because he takes the time to question Holt in the hospital about The Reaper, despite the fact that we learn on the next page that The Clock already knows exactly which local crime boss is known as The Reaper.
Lena Pry makes a surprise return to the blog. Here, Jane Arden's hillbilly counterpart encounters the IRS, and we learn that farm relief has a very old history in this country. I can almost envision a campaign of super-powered IRS agents, having to tour the country handing out checks...
I haven't included an Off the Record in some time. I shared this one, not only because I thought these two gags were funny, but the woman in the dentist's chair with Spike seems like she would be a good character to run into in someone's game. Spike would always be around, growling and threatening the Heroes.
Should half-pints need to save vs. plot to attack anyone with glasses?
Reynolds of the Mounted offers a surprisingly practical explanation for how Reynolds wasn't fooled by the fake clue left for him, but then includes shakier material like a peace pipe that can double as a blowgun, and a hollow wooden pipe being strong enough to be used as a club without breaking.
(Scans courtesy of Digital Comic Museum.)
Suave thieves should probably be statted as slick hoodlums.
I'm curious about this, and wonder how typical it would be for a museum to employ five or more security guards for the same shift. It's also worth noting that none of the security guards wear uniforms.
It may also be worth noting this is the first mention of 18th century Spanish painter Francisco Goya in a comic book.
I don't have anything game mechanics-related to say about this page; I just think the set-up of this scene is hilarious. Ugly piece!I'm including this page of Dixie Dugan for the unusual use of the word "punk," here used as an adjective and simply meaning "bad."
Sir Malcolm Campbell was real and worthy of being a supporting cast member in a Hideouts & Hoodlums campaign someday. You can read more about him here.
The Clock should be suspicious that the gangsters in the car had taken the time to ditch their identifying papers, but left a letter addressed to "The Reaper" in the car with them. Actually, maybe he is suspicious, because he takes the time to question Holt in the hospital about The Reaper, despite the fact that we learn on the next page that The Clock already knows exactly which local crime boss is known as The Reaper.
Lena Pry makes a surprise return to the blog. Here, Jane Arden's hillbilly counterpart encounters the IRS, and we learn that farm relief has a very old history in this country. I can almost envision a campaign of super-powered IRS agents, having to tour the country handing out checks...
I haven't included an Off the Record in some time. I shared this one, not only because I thought these two gags were funny, but the woman in the dentist's chair with Spike seems like she would be a good character to run into in someone's game. Spike would always be around, growling and threatening the Heroes.
Should half-pints need to save vs. plot to attack anyone with glasses?
Reynolds of the Mounted offers a surprisingly practical explanation for how Reynolds wasn't fooled by the fake clue left for him, but then includes shakier material like a peace pipe that can double as a blowgun, and a hollow wooden pipe being strong enough to be used as a club without breaking.
(Scans courtesy of Digital Comic Museum.)
Labels:
Clock,
clues,
Dixie Dugan,
Doll Man,
educational filler,
history lesson,
Lena Pry,
mobsters,
number appearing,
Off the Record,
Reynolds of the Mounties,
saving throws,
slang,
Supporting Cast Members
Tuesday, August 28, 2018
Feature Comics #28
Phew! Some of the copy of this issue from Quality is of, well, poor quality!
From this page of Joe Palooka that I can read, I see some prices listed. Now, I am highly skeptical of the $3 offer for a used camper -- I suspect Ham Fisher had a really bad experience with campers -- but more interesting to me is Knobby's accepted offer of $10 for car repairs. So much cheaper than today!
I started out thinking that Porto Bello was a joke about mushrooms, but it turns out that Porto Bello is/was a real place in Panama. Panama was controlled by Spain when this took place, but note how not only does everyone there talk in English, but even the signs are written in English.
The phrase "pike ye the dandy" is an unusual one, as I've never seen "pike" used to mean trip before, but it clearly does here.
Ripping right through this issue, we're on Rance Keane already. And speaking of tripping....Even braced, I have trouble believing that Rance could trip a horse like that; surely, the horse's strength and mass would just pull Rance off the roof. In this instance, I would treat it as an opposed grappling attack, even though Rance is not in melee range. If the horse wins, Rance gets pulled off the roof and lands for 1-6 points of damage; if Rance wins, the horse gets pulled over and is prone. I might even give the horse a +2 situational modifier.
I haven't featured The Bungle Family in a while. Here we see George Bungle taking two good smacks to the kisser, each of which should be doing 1-3 points of damage, and walking away from them. He must be a bit of a scrapper; possibly a 1st level fighter with max (or near-max) hit points.
The ineffectiveness of bare knuckle punching in Hideouts & Hoodlums' current edition bothers me. It's realistic, but leads to no one wanting to fight without weapons. I've been thinking about introducing graduated punching damage, so that they do 1-4 points of damage starting at 2nd level, 1-6 points starting at 4th level, 1-8 points starting at 6th level, and so on.
This is The Clock. We've seen Heroes be able to boss around beat cops before, but never with an excuse this flimsy -- based purely on having been Captain Kane's driver, The Clock is able to wander around the crime scene and pocket evidence.
With little confidence in their new feature Dollman, we find this installment pushed towards the back of the book. The "monsterous machine" is an aquatic tank.
This is why I don't like rats -- you never know when they might have dynamite strapped to them. This would also make for a really dangerous encounter!
This is Reynolds of the Mountains. The bright light blinds them during a surprise attack. Then they lose initiative and receive lucky head blows. Had they won initiative, they could have still tried to attack first, but would have done so at a penalty.
Most of this checks out. The floor board is an improvised club, so that does 1-3 points of damage, but that's enough to trigger a disarm check. More curious is how Reynolds misses Sam. Even assuming Sam is at medium range (that's -2), Sam is wearing no armor, has no cover, and isn't moving fast enough in an accelerating speedboat to get more bonuses -- that gives Sam only slightly worse than 50/50 chances of hitting, better if he's higher level already. I guess he just really got an unlucky die roll!
(Scans courtesy of Comic Book Plus.)
From this page of Joe Palooka that I can read, I see some prices listed. Now, I am highly skeptical of the $3 offer for a used camper -- I suspect Ham Fisher had a really bad experience with campers -- but more interesting to me is Knobby's accepted offer of $10 for car repairs. So much cheaper than today!
I started out thinking that Porto Bello was a joke about mushrooms, but it turns out that Porto Bello is/was a real place in Panama. Panama was controlled by Spain when this took place, but note how not only does everyone there talk in English, but even the signs are written in English.
The phrase "pike ye the dandy" is an unusual one, as I've never seen "pike" used to mean trip before, but it clearly does here.
Ripping right through this issue, we're on Rance Keane already. And speaking of tripping....Even braced, I have trouble believing that Rance could trip a horse like that; surely, the horse's strength and mass would just pull Rance off the roof. In this instance, I would treat it as an opposed grappling attack, even though Rance is not in melee range. If the horse wins, Rance gets pulled off the roof and lands for 1-6 points of damage; if Rance wins, the horse gets pulled over and is prone. I might even give the horse a +2 situational modifier.
I haven't featured The Bungle Family in a while. Here we see George Bungle taking two good smacks to the kisser, each of which should be doing 1-3 points of damage, and walking away from them. He must be a bit of a scrapper; possibly a 1st level fighter with max (or near-max) hit points.
The ineffectiveness of bare knuckle punching in Hideouts & Hoodlums' current edition bothers me. It's realistic, but leads to no one wanting to fight without weapons. I've been thinking about introducing graduated punching damage, so that they do 1-4 points of damage starting at 2nd level, 1-6 points starting at 4th level, 1-8 points starting at 6th level, and so on.
This is The Clock. We've seen Heroes be able to boss around beat cops before, but never with an excuse this flimsy -- based purely on having been Captain Kane's driver, The Clock is able to wander around the crime scene and pocket evidence.
With little confidence in their new feature Dollman, we find this installment pushed towards the back of the book. The "monsterous machine" is an aquatic tank.
This is why I don't like rats -- you never know when they might have dynamite strapped to them. This would also make for a really dangerous encounter!
This is Reynolds of the Mountains. The bright light blinds them during a surprise attack. Then they lose initiative and receive lucky head blows. Had they won initiative, they could have still tried to attack first, but would have done so at a penalty.
Most of this checks out. The floor board is an improvised club, so that does 1-3 points of damage, but that's enough to trigger a disarm check. More curious is how Reynolds misses Sam. Even assuming Sam is at medium range (that's -2), Sam is wearing no armor, has no cover, and isn't moving fast enough in an accelerating speedboat to get more bonuses -- that gives Sam only slightly worse than 50/50 chances of hitting, better if he's higher level already. I guess he just really got an unlucky die roll!
(Scans courtesy of Comic Book Plus.)
Labels:
Bungle Family,
Captain Fortune,
Clock,
disarming,
Dollman,
initiative,
Joe Palooka,
languages,
locations,
prices,
Rance Keane,
Reynolds of the Mounties,
slang,
transport trophies,
traps,
tripping,
unarmed combat
Monday, January 15, 2018
Feature Comics #27
This issue is the debut of Dollman and, while I prefer The Flame from Lou Fine's ouevre, Dollman seems to be the one who lasted the longest.
Aqua regia is a mixture of nitric acid and hydrochloric acid.
Aqua regia is a mixture of nitric acid and hydrochloric acid.
Dollman's ability to throw a syringe really far, relative to his size, is not so surprising if shrinking is only flavor text. Then Dollman's throwing range doesn't change at all.
It does seem like he's about to lose two supporting cast members here, though...
Wait, where did this idea that Dollman has the strength of 20 men come from? Did they do some testing on him between the 2nd and 3rd panels?
Still...if he does have the strength of 20 men, then it sounds like he has access to the Get Tougher power already!
This is Reynolds of the Mounted and...man, that is one weird pillow! I don't think I will ever again see a pillow used in a trap, but placing radium ore inside it is devilishly weird and perfect for Hideouts & Hoodlums. I suppose there is a saving throw vs. science required every hour before the radium gives you amnesia?
This is Rance Keane, and here's an interesting fact: if you want to know if a mine has been played out, you can just call the U.S. State Department and they can tell you over the phone.
Sunday, June 5, 2016
Feature Funnies #20
What I really don't get is the leap in logic that the blackmailer could only be Black X. Way to use player knowledge, Editor!
Jane Arden is lucky to live in times when a man is willing to risk his livelihood for a $5 bribe. I seriously doubt she could have pulled off so much for so little today.
If you can get past that middle tier, I want you to look at the bottom left panel of Archie O'Toole here. That wicked layout is your proof that this is a Will Eisner job. I'm not sure how to map that castle, but I like how the uppermost level is on top of the middle level, sitting in a big box in the middle of the lower level. Or at least, I think that's what I'm looking at!
The story makes it clear that these three brothers are ghosts. So what can they do? They have a chance of inducing fear, can turn invisible (I think), and can alter their form. They can also be quite reasonable (not all are Chaotic?).
Okay, Reynolds of the Mounted says that's a giant grizzly, but is that hyperbole or are we looking at needing to add giant bears to Hideouts & Hoodlums? Are we going to need 10 Hit Die bears? Yikes!
Okay...I'm not sure if I support this "Landslide!" trick having an effect on game mechanics, because I could see players over-exploiting this. Still...it kinda makes sense to have it do something. Maybe, if your opponent misses a save vs. plot, he loses initiative for that turn (but can't be tricked again during that combat).
The Clock demonstrates the important of carrying around a flashlight, even if you're a mid-level Hero!
No, Dixie Dugan isn't a furry! I'm not sure how often Heroes are going to be buying Easter Bunny outfits, but maybe $50 is a good estimate for a low-end superhero costume?
(Scans courtesy of Digital Comic Museum)
Thursday, March 17, 2016
Feature Funnies #16
Forgive the graininess and (this pun) quality, but I wanted to share at least a portion of this page of Joe Palooka so I could share this idea of a "sandbox" setting for Hideouts & Hoodlums. For those not up on all their gaming terminology, a "sandbox" setting is an open setting prepared in advance for a campaign. The adventures are keyed to set locations or set events and are only encountered if the players choose to go that way. The whole sandbox is open to play.
Now, I am on record as hating the term "sandbox", but the idea itself still intrigues me. What would a sandbox setting for H&H be like? Well, I imagine it could be a city-based campaign -- sort of a modern-day version of Citystate of the Invincible Overlord, with a high chance of certain types of encounters on certain streets. So, if you want down this one street like Joe Palooka did, it would be a good place for running into wandering hoodlums.
The Gallant Knight fell in a pit trap with a slight twist, a secret door in the side that lets a "great" black panther into the pit. Great is a superlative that doesn't have any game mechanic value in H&H, but perhaps it could be considered a large panther (5 HD?).
Code breakers in real life require a lot of intelligence and skill. In comic books, as this installment of The Clock Strikes reminds us, the only ability you may need is being good at unscrambling words. Of course, this is a lot easier a code to spring on your players without making them hate you too much.
I haven't got to post a map in awhile. While Low Lake seems an intriguingly named local (why is it so low?), the real mystery seems to be why so many roads converge in such a lonely stretch of woods.
I would have to say, if I were the Editor running this game, that the Clock's player is being awfully reckless and doesn't care if his Hero lives or dies. While I should probably have a good long talk with him about why he's so unhappy with the campaign after this session, in this instance I would forget about trying to computate how many dice of damage to roll based on the speed of the cars, minus the amount of dice the cars would absorb, and just have all occupants save vs. science to jump out in time or die.
In this installment of Espionage is the debut of Black X's manservant, Batu. As I discussed in Supplement IV: Captains, Magicians, and Incredible Men, Batu is a good candidate for having psionics, and definitely the first non-Magic-User psionic in comic books.
I've shown pit traps before that combine with flooding traps, but they usually imply some complex plumbing going on behind the scenes to flood the pit. Here we see the au natural option of dumping your foes into a subterranean cavern that floods with tide water. Of course, then the time of day makes a big difference in how dangerous this trap is.
I'll spare you the whole story, as it's not very good, but the set-up here is the old chestnut of the voice in the statue talking to the gullible natives and making them give over their treasure. The wrinkle here is that there's actually a bit of a hideout here -- a concealed cave that connects to a cabin, with a tunnel that leads under the cabin and back to the big hollow totem, which has a secret door entrance in it.
(Scans courtesy of Digital Comic Museum)
Now, I am on record as hating the term "sandbox", but the idea itself still intrigues me. What would a sandbox setting for H&H be like? Well, I imagine it could be a city-based campaign -- sort of a modern-day version of Citystate of the Invincible Overlord, with a high chance of certain types of encounters on certain streets. So, if you want down this one street like Joe Palooka did, it would be a good place for running into wandering hoodlums.
The Gallant Knight fell in a pit trap with a slight twist, a secret door in the side that lets a "great" black panther into the pit. Great is a superlative that doesn't have any game mechanic value in H&H, but perhaps it could be considered a large panther (5 HD?).
Code breakers in real life require a lot of intelligence and skill. In comic books, as this installment of The Clock Strikes reminds us, the only ability you may need is being good at unscrambling words. Of course, this is a lot easier a code to spring on your players without making them hate you too much.
I haven't got to post a map in awhile. While Low Lake seems an intriguingly named local (why is it so low?), the real mystery seems to be why so many roads converge in such a lonely stretch of woods.
I would have to say, if I were the Editor running this game, that the Clock's player is being awfully reckless and doesn't care if his Hero lives or dies. While I should probably have a good long talk with him about why he's so unhappy with the campaign after this session, in this instance I would forget about trying to computate how many dice of damage to roll based on the speed of the cars, minus the amount of dice the cars would absorb, and just have all occupants save vs. science to jump out in time or die.
In this installment of Espionage is the debut of Black X's manservant, Batu. As I discussed in Supplement IV: Captains, Magicians, and Incredible Men, Batu is a good candidate for having psionics, and definitely the first non-Magic-User psionic in comic books.
I've shown pit traps before that combine with flooding traps, but they usually imply some complex plumbing going on behind the scenes to flood the pit. Here we see the au natural option of dumping your foes into a subterranean cavern that floods with tide water. Of course, then the time of day makes a big difference in how dangerous this trap is.
I'll spare you the whole story, as it's not very good, but the set-up here is the old chestnut of the voice in the statue talking to the gullible natives and making them give over their treasure. The wrinkle here is that there's actually a bit of a hideout here -- a concealed cave that connects to a cabin, with a tunnel that leads under the cabin and back to the big hollow totem, which has a secret door entrance in it.
(Scans courtesy of Digital Comic Museum)
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