Showing posts with label stocking. Show all posts
Showing posts with label stocking. Show all posts

Tuesday, January 26, 2021

Adventure Comics #48 - pt. 1

In this issue debuts Tick-Tock Tyler the Hourman. The narrator is pretty unspecific about his powers. His Miraclo gives him the "power of chained lightning" (though his powers aren't electricity-based) and "speed almost as swift as thought" (though he's never nearly as fast as the Flash). Rex's schtick (his first of several) is that he has a P.O. Box and advertises in the newspaper and asks people to send him their problems. Surprisingly, lots of people start taking him up on it, despite how sketchy that set-up sounds. 

In addition to Miraclo, Rex has a ring that contains "tear gas concentrate," enough to "mark an army cry," which seems a lot like that narrator's talent for exaggeration. That narrator shows up again to tell us Miraclo is a fluid that makes him, not invulnerable, but "insensible to harm and injury." That means he's unaware of or indifferent to harm and injury, which may not necessarily be a good thing.

For the only time in Hourman's history, Miraclo gives him the power to see in the dark (Infravision). Miraclo gives Hourman the "speed of wind," which sounds right this time, as wind can gust at 40-50 MPH and Hourman can only keep the car in sight, not gain on it. Though maybe he's still using the Race the Train power and holding back to see where their hideout is?

Hourman is relatively unharmed by being hit by a speeding car; I'm guessing that's the Imperviousness power, which means Hourman has four brevet ranks. We also see him using a leaping power; it isn't clear how many stories tall the building is (it's at least two), but it still probably falls in the Leap I category no matter how tall the building is.    

That tear gas ring that can stop an army? It affects just two people. It also seems to be just a one-shot trophy item, since it never appears again. 

Barry O'Neill is back to facing his old enemy Fang Gow, who has somehow hypnotized Inspector Le Grand's daughter, made her hate them, and made her work for an unnamed enemy nation. Barry decides to bust Jean out of prison in a scene straight out of a Western -- the French jail is so small the prisoners' cells line the outside walls, and the only substitution here is that Barry uses a car to pull out the bars rather than a strong horse (though *ahem*, I suppose it's still horsepower either way). The thought is that she will head straight to Fang Gow if freed, which is a pretty iffy proposition -- if I was Fang Gow, I would have included the hypnotic instruction to forget everything she knew about my location if Barry ever freed her.  

Apparently there's a "sinister dock section" in Paris -- that might come as a shock to the people of Paris -- and if you take the stairs down to the lower docks, you'll find a secret door to Fang Gow's newest hideout there. And maybe a flashlight too, since Jean didn't have one in her jail cell, but has one by the time she reaches the secret door. Don't forget to stock your hideouts with dropped items from the starting equipment list!

Fang Gow's new plan is to incriminate Le Grand by having Jean slip stolen plans into his diplomatic pouch when he goes to "Rumania." This is an easy one; Rumania is obviously Romania. Why even bother with fake names if you're going to put that little effort into it? 

The real surprise here is how Barry frees Jean from Fang Gow's mental influence. It seems they are using the magic-user's contest of wills mechanic to see if Barry can free Jean. But when did Barry become a magic-user? The other explanation is that they are both making skill checks to hypnotize Jean, loser is the first to fail his skill check. Poor Jean!

Fang Gow only summons back-up, three thugs, after losing the hypnotism duel. Barry uses a pistol on them only while they were at missile range, drops the only one with a gun (they are very poorly armed thugs), then drops his own gun and fights with his fists once they are in melee range. One of the remaining thugs has a knife and the other one is unarmed as far as we can see.

The gag filler Butch the Pup suggests that it costs $5 to repair a broken and ripped tent, and a fine of $100 to set up a tent on private property.

Ugh...let me just pause a moment to gripe about how low the art had sunk on Adventure Comics at this time.  Fred Schwab's cartoony art, seen here on Butch the Pup, used to grace Comic Magazine's poorer titles. Barry O'Neill, that used to be graced with the elegant art of Leo O'Mealia, now suffers the bleah art of Ed Winiarski. For some reason that defies understanding, Chad Grothkopf is now the artist on Federal Men (as he is on Slam Bradley in Detective Comics), though his ugly art bears none of the vitality of Joe Shuster. Even Ogden Whitney, competent as he is, is no Bert Christman, the original creator of Sandman. You would think every good artist in New York had already been drafted from this issue...

Oops, griped too long. I'll get to Federal Men tomorrow! (Stories read at readcomiconline.to)

 




Sunday, July 24, 2016

Crackajack Funnies #13

This is Red Ryder and...hmm...that's one impressive panel. I wonder if I shouldn't consider a cattle stampede a save or die situation...

Wash Tubbs and Captain Easy are lucky to defeat a single mobster and win a boat as a trophy item.

The "ghostly ruins of an old plantation" is an atmospheric location for a hideout. That there's only building on the island makes it easy to find the hideout.



The hideout is under the ruins -- a common place for hideouts. The entrance is a concealed trapdor and has to be found, though. Luckily, the Editor rolls a wandering encounter and gives them someone to question.

Also note that time of day affects what the mobsters are doing in the hideout; they aren't just static stat blocks, frozen in place until encountered.


The first thing Easy does in the hideout after knocking out the lone guard isn't to slit the throats of the sleeping bad guys, but to sneak around and take all their weapons. And this is the behavior of a Hero who can probably be defined as Neutral rather than Lawful.

Yes, leaving his prisoners alive does sometimes lead to complications. But how exactly did that mobster left on the beach get free? It seems editorial fiat created that complication. In game play, this would only discourage Heroes from leaving their prisoners alive.

It's interesting how Roy Crane, normally such an attentive artist to detail, just said "forget this!" and stopped drawing the background to panel 1 in mid-panel. This is sort of like what hideouts are like for your players when you stop adding dressing to the hideouts. Describing the brickwork, placing random barrels in hallways -- these are the things that remind players that their characters are in a physical place and helps them visualize it.

Extra guns under beds is another good dressing detail, and handy for the bad guys.

Yes, secret doors can have alarm systems hooked up to them now. No need for Magic Mouth spells!

This stage money brings up the topic of recognizing forgeries. I had written up more on the subject under the spy class (in The Trophy Case), but basically the only mechanic you need here is save vs. plot -- succeed, and you recognize the bills for what they are. Disguise works the same way, and what is a forgery but a disguised bill?

(Scans courtesy of Comic Book Plus)




Friday, December 11, 2015

Feature Funnies #11

"Off the Record" often makes me chuckle, more than other gag filler does.



A surprisingly progressive page of Hawks of the Seas from Will Eisner. Racism was optional in the Golden Age all along!



Now, where was I?  Oh yes -- stuff you can use in your Hideouts & Hoodlums games!  In this month's installment of The Clock, a trap is rigged so if the Hero crosses a tripwire set in a dark doorway, a gun goes off and blasts him.


Yes, that's so clever, Clock, hiding the wall safe behind a curtain. You only had a 2 in 6 chance of finding that concealed safe, or automatically if your player specifically mentions looking behind the curtain.




I love how the Gallant Knight has a sword in his hand, but leads his attack by throwing a bottle in some guy's face. This actually illustrates two things for H&H - one, if all weapons do the same abstract amount of damage, then players can be more free to be creative with what they attack with. And, two, it demonstrates how important it is for the Editor to stock rooms with items the Heroes can use or interact with.

This panel from a filler page called "Exciting Adventures" brings up an interesting point. By the H&H rules for falling damage, the man who fell out of the plane should have taken at least 10 points of damage on impact and -- unless he happened to have a larger than average number of hit points -- would surely have been unconscious on impact.

This blog has previously addressed similar issues related to falling damage, like falling into water. Perhaps a simpler ruling would be, if any circumstances exist that might prevent the falling damage -- something to cushion the impact, the Hero jumped so the fall may be controlled, the surface landed on is moving at a relative speed -- then the Hero may save vs. plot to take no damage.


From a second page of Off the Record.


(Scans courtesy of Digital Comic Museum)