We're still not at the stage of having impressively-designed villains yet. The Octopus looks like a bald Riddler wearing an octopus t-shirt.
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label T-Men. Show all posts
Showing posts with label T-Men. Show all posts
Monday, September 13, 2021
Target Comics #3 - pt.3
We're visiting the latest story of T-Men again. The description of a funeral car does seem like a good clue, but I would stop and check to make sure there were no reports of a stolen hearse before going door-to-door.
This is that interesting and peculiar feature, Calling 2-R. The lesson here seems to be, if you're given a choice of who to fight, picking the littlest guy isn't going to do you any good. Indeed, there is no game mechanic advantage to attacking someone a few inches shorter than you.
There is no security the way we think of it in the utopia of Boyville, not even a necessary starter key to turn on a "bugoplane."
It seems like this page is also demonstrating some sort of dodging mechanic, but bear in mind that anyone with 1 HD has only a 50-50 chance of striking anyone enough to do damage, so it's certainly possible for someone to miss three times in a row.
I do not get that line "Back to the white lights for me" at all. I can't figure out if that is some pop culture reference of the time I don't recognize.
With that kind of a lead, it seems impossible for a flying suit to catch up. And yet, nothing ever seems to be beyond the technology of Boyville...
The design work on this feature never fails to impress me. Here, a simple spacesuit with bubble helmet is made uniquely different by elongating the helmet and putting bubbles on the front of it -- to magnify vision? That makes sense, considering the distance he's tracking the bugo-/cosmo-plane from. For comic book science, everything seems really well thought out here, down to the limited air supply in the plane.
Even here -- notice how the motion of the propellers causes the ship to corkscrew -- because of course it would in outer space, with no gravity and no air to resist the propellers. And this is a comic book artist in 1940 who figured this out.
And that's that for this post!
Labels:
Calling 2R,
chance to hit,
City Editor,
clues,
hideouts,
language,
science,
T-Men,
villains
Saturday, September 4, 2021
Target Comics #3 - pt. 2
The first page of this story (which I didn't share last time) reveals that Bull's-Eye Bill is "of the Target Range - Arizona." Here we get a reference to Florence, which seems like our first big clue as to where in Arizona we are...though, on second thought, just mentioning the jail there doesn't necessarily mean we're near it. There's also the slight chance he means Florence, Colorado or Florence, Texas, but Florence, Arizona is definitely the largest and most important of the three Florences.
The outlaws fail their morale saves. Losing half their numbers triggers a morale save, as does being threatened with guns by a fighter.
Here, Byrd makes a skill check and is able to recognize the type of motor he's hearing. Granted, that's of limited usefulness, unless it also tells him what kind of plane he's hearing.
I'm not sure if powerful magnets would be the most efficient method of opening a hangar door or not; I'm in the future, 81 years later, and my garage door still doesn't open that way. But I give Harry credit for always trying to ground his stories in science.
Oh look, the "good guy gets his hat shot off" trope!
"Kerwhooomm" is a strange noise for a plane to make.
A nice twist with the cowboy is that he comes in all belligerent, like there's going to be a fight, but then turns out to be quite reasonable. This could be the result of good role-playing from Byrd's player, or a random encounter reaction roll.
I think I know what this "Randolph" is Byrd mentions -- Randolph Air Force Base in Universal City, Texas. Which, you know, has a nice generic comic book city sound to it, like Metropolis. Uvalde is a small city in Texas, so that works out too.
This is a Harry Campbell story; Harry either lived out west or was very well-informed about life out west, as I've noticed before reading his Dean Denton stories.
I'm not sure if powerful magnets would be the most efficient method of opening a hangar door or not; I'm in the future, 81 years later, and my garage door still doesn't open that way. But I give Harry credit for always trying to ground his stories in science.
I'm normally perfectly comfortable with accents being spelled out, but it's bothering me a little this time because that accent seems like it would sound French to me. I'm curious why Harry thought the French would be sabotaging the American airplane industry...?
Lucky Byrd is right! First, the guard falls for the feigning sickness routine (save vs. plot to make that happen). Second, he wins that fight while still on the ground (granted, he appears to get a surprise attack followed by winning initiative on the first normal turn of combat). Third, shooting the door controls just happens to make it go down, when it could have just as easily not moved at all. As an Editor, if I didn't already have a random table for those controls, I'd try to come up with at least four results for shooting the controls (door goes down, controls explode, another door opens, nothing happens) and roll randomly on it.
That scientific explanation for the invisible plane is pretty sound; invisibility is explained much the same way in modern science fiction. Kudos, Harry!
Saturday, January 2, 2021
Target Comics #2 - pt. 3
Welcome to the new year. First post of 2021! Whew...this will be Year 7 for the blog...
Funny, I never would have thought of that as a "coal hole," it just looks like a manhole cover to me. It turns out coal holes were a real thing (accessing underground coal bunkers), though you were more likely to find them in 19th century Great Britain than 1940 New York City.
I'm pretty sure the police officers are just supporting cast in this scene, so it's kind of surprising that one of them is the one who knocks the automatic out of her hands and saves the day, instead of Phil -- but this can easily happen in a game system ruled by random dice results.
This is from Calling 2-R, a marvelously inventive and ambitious feature, just one with a terrible name. This is utopian fiction, something we don't see often enough in comic books, so I'm certainly willing to forgive it for its lack of suspense when an ineffectual villain shows up here. Note how the force wall does damage when touched (maybe 1-3 points, certainly not much), but also repels him back 1-6'. It otherwise functions as a Wall of Force spell.
I suspect a lot of tracing went into these panels, but they're still quite impressive!
We're still looking at T-Men, which on the surface seems a pretty generic government agent adventure strip, yet when I look at the details it can be surprisingly well-informed. Like here, the U.S.S. Lexington isn't a random made-up name; there was a U.S.S. Lexington aircraft carrier, the second one, sailing in 1940, and would be until it was lost in 1942 in the Battle of the Coral Sea.
Then there's this weird, two-panel dogfight where it's really hard to tell what is going on. Which plane is the bad guy plane? Well, it's the one on fire. Why is it on fire? It's unlikely the Navy has a plane with a flamethrower on it, so I think this was an engine hit from bullets, even though the artist skipped showing us the plane being shot at. "The chief must have..." what? Rigged the plane so the pilot couldn't get out? How exactly did he do that...remote control locks? That actually seems an idea ahead of its time.
Southport is a curious name. For a strip that doesn't shy away from naming actual naval ships, you'd think it would name Bridgeport, Connecticut -- right across Long Island Sound from Long Island -- and a likely candidate for being where the plane took off from. There is a Southport, New York, but it's actually upstate, about halfway between Scranton, Penn. and Rochester, NY.I am amused by how much the Treasury Department values Agent Turner. "There might be a lead there. Go on...take a year. Longer if you need it! Don't hurry back..."
Moving on to the next page, I'm equally amused by the hungry spy chief who forgot to eat today and "I want the lunch box, too!" But seriously, these saboteurs are unusually smart, using proxies whenever possible -- like the guy they hired to fly that rigged plane, or this guy, who is going to be impersonated with the aid of plastic surgery, and the man's own lunch box for added realism.
Man, you should never cross that spy chief! Shortchange him and he'll gun you down in cold blood. I mention it because, for the only villain unnamed in this story (and the other two have cool names like Gazor and Count Karna), this chief really shows up most every comic book villain up to this point, short of the Ultra-Humanite, for cunning, intelligence, and ruthlessness. The chief is captured and we're told on the last page that he'll likely go to the electric chair, but I kind of hope he escapes so I can re-use him in a campaign someday... This is from a pretty engaging ensemble feature called City Editor. The City Editor isn't the hero of the piece; he's more like Professor X, leading from behind, back at HQ, while a male and female journalist and the kid who, I'm guessing, sells the papers on street corners, go out and complete missions for him. Because these two heroes aren't combat-types (maybe the Detective sub-class from a past Trophy Case?), a single woman with a blackjack is a serious challenge for them. This is -- for a weapon so common in Hideouts & Hoodlums -- the very first time we've seen a blackjack, or at least this clearly.
Only in a story where the reporter is a main character would the reporter be allowed to barge into the building in front of the police officers on the scene.
Golf bags are a good place to search for hidden clues and loot!
Lastly...is Pinky a boy? He's looking pretty effeminate in those last few panels, particularly with those girlish legs and shoes in the final panel. Hmm...
Free healing in the barracks? If my future players see this strip they'll want to go here between adventures. They'll probably want a speed plane too; this super-metal would make it resistant to wrecking, and the speed it flies at would seem futuristic until 1956.
The trick with utopian fiction, of course, is that one man's idea of utopia is not necessarily another's, and I'm having a hard time with the privacy issues surrounding an all-seeing television eye, and the misuses that mind picture machine could be put to. Still, vehicles run on cosmic force? That's better than electric cars! And I've had plenty of players who would want those force guns and body protectors. The gravity diminishers that let them walk on air would make a great trophy item too!
Thursday, December 31, 2020
Target Comics #2 - pt. 2
Today we're still looking at Bulls-Eye Bill as he says some not-nice things about half-Hispanic people. We're going to grit our teeth and push past that and get to the solution of the code Bill found last time. Did you guess this? It seems like Dee is only taking some wild guesses, so it'll be interesting to see if she guessed right or not. Interestingly, Dee gives me every impression of being a supporting cast member, so when Bill's player couldn't solve the code, he handed it to a character controlled by the Editor, asking for a handout. Of course, the Editor doesn't have to then give them accurate information!
I think I've written about lassoing and pulling off a horse before. I can actually think of a couple of different mechanics for this. The simplest would be making a normal attack and applying the push/pull rules to it, subtracting footage from point of damage (I would say at least 50% less damage would get you a save vs. science to resist being yanked out of the saddle). The other is a bit more complex, involving a grappling attack for the lasso, as if in melee, with a successful hold pulling the rider out of the saddle, while if the target wins the grappling match, then he stays in the saddle, and maybe even pulls the lassoer off his feet, depending on by how high he won the grappling contest.
It's not clear if Ramon thinks it's okay to force himself on Loris because he's an entitled movie star or if the author, Campbell, thinks this is culturally acceptable to Hispanics. We've seen lots of evidence of racism from Campbell before, but I'm going to give him the benefit of a doubt on this one.
I'm a little concerned when I see scenes like this and think...man, security is lax at airports back then! If my players just wait and time things so that they can run up to an aviator just before he gets in his plane, they can overpower him and take off in his stead! Some possible complications: the aviator is leveled -- a 2nd-3rd level aviator will probably knock out a 1st-level hero and make him think twice about stealing planes again; a 2 in 6 chance of some obstacle being moved in front of the plane as it taxis before takeoff; pursuit planes taking off behind him and trying to force him to land (skill check to avoid having to land if the forcing pilot makes a successful attack roll?).
"Pan" is slang for face; I've known this one before, but it's worth a reminder, since we don't use it that way much today.It's pretty disturbing that Lucky and Loris are both convinced that no one will believe her about being abducted for sex (which certainly seems implied to me), perhaps more so because even today people often don't believe the female accuser.
Well, consequences until this evidence proving Loris' story turns up. It's actually a nice story touch, as the damsel in distress dropping something is usually just a clue for the hero, but here it proves the hero is innocent.
It is encouraging that Lucky faces consequences for stealing a plane. Consequences are virtually unheard of in golden age stories.
I can't imagine what real life actor, if any, Ramon is modeled after, but Robert Baylor is surely Robert Taylor, one of MGM's main leading men in the 1930s.
And if you're thinking Loris sounds like a made-up name, it actually was a thing in the mid-1930s. According to SSA's baby names page, it peeked in popularity in 1935 as the 863rd most popular girl's name. Certainly not common, but not made-up either.
In the "there's nothing new under the sun" department, T-Men anticipates the end of The Naked Gun (or at least the part where Ludwig escapes from Lt. Drebin, but then gets hit by a car) by 48 years. It's funny in the movie; here it's a terrible ending to a cliffhanger.
Despite the fact that Agent Turner wasn't responsible for stopping the bad guy, he's rewarded with a new mission immediately (or maybe I'm just assuming immediately; we don't know when "later" is)!
My first thought on reading this page was that 45,000 tons seemed either awfully specific or awfully random, if it didn't match real battleship weights. It turns out, that weight is historically relevant and makes this strip extremely timely. The U.S. and the U.K. had a naval treaty with an "escalator clause" that limited them to building 45,000 ton-ships to maintain their neutrality. Iowa-class battleships were being built in 1940 at that exact weight in order to satisfy the letter, if not the spirit, of that treaty.
More exciting, there actually was a U.S.S. Hawaii, but built in 1945, 5 years later, and while it was not built in Brooklyn, it was built nearby, in Camden, New Jersey!
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.)
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.)
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