Showing posts with label Inner Circle. Show all posts
Showing posts with label Inner Circle. Show all posts

Friday, October 29, 2021

Amazing Mystery Funnies #19 - pt. 2

We're back, looking at Basil Wolverton's Space Patrol. Or is that pronounced Spaaaaace Patrol!? Last time, I was talking about Mercurians and lamenting that there was nothing unique enough about them to warrant statting them, but here we learn that Mercurians have thick rubbery hides - enough to warrant an AC of 6, 2 Hit Dice, and maybe even a -1 to blunt damage attacks against them, I'm thinking.

Last time I speculated about how I'd stat the Mercurian Mole-Men, and suggested they should be faster than normal. But if they can't catch two men in heavy armor, then I'm going to actually downgrade them to a Move of 9, while keeping their sleight of hand skill. And maybe they need some kind of burrowing skill - not that we see them use it, but because they are mole men?

Dryaks are going into the Mobster Manual first chance I get. They're enormous; I'd guess that critter must be at least 7' in diameter and 50' long (including the tail)? And if an atomic needle pistol can't pierce its hide, we may be talking an AC of 1 or lower! It attacks by bite, which probably does significant damage (maybe 3-18 points?), and I'd be willing to assign it at least 10 Hit Dice based on its slight resemblance to a D&D remorhaz. 
Interestingly, the dryak is not immune to fire, which you'd think would be a prerequisite for living on Mercury, but that's not the worst plot hole here, as our two heroic law enforcement agents, instead of trying to bring the criminals to justice, decide to roast them in a volcanic eruption. Hey, less paperwork, right? 

I think the obvious explanation here is that this story is too big for its page count and corners had to be cut sharply at the end. A lot of golden age stories suffer this. For a Hideouts & Hoodlums campaign to emulate that, scenarios need to have strict time limits, instead of continuing on to the next session, with the Editor wrapping it up by the most expedient method possible before the session ends. With no consequences (other than maybe missing out on collecting more treasure and trophies...)! 
sigh. After Basil Wolverton art it's a little hard to look at The Inner Circle again. At least I get to show off my high school-level French skills. The clerk is saying "You have your permit now." The native boy says "with me!"

Angcok Island is a fictitious name, which is just as well since it sounds ridiculous, and this is when there are real islands off Madagascar with names like Big, Crab, Klang, Pisang, Pom Pom, and Wan Man. This is one of those situations where you can't win; if you used a real name, people would probably assume you're making it up anyway.


On this page we learn a trick for how to make a compass screw up. There's also an interesting twist with the woman in the party, as we learn here she is an unwilling accomplice. It also seems to give our bad guy no allies, making this a pretty easy scenario.

 



I like how the native, instead of shooting gibberish like "Ooga booga," speaks perfectly fluent French. "Go!" he shouts. 

I'm sure it was difficult to find photo references for the natives of the islands off of Madagascar back in 1940. Thanks to the magic of the Internet, I found one in a minute-

-and as you can see the artist did get the details about half right, according to the natives of Borneo. 

I'm not going to bother with the rest of the story -- it takes a racist turn as the good guys side with the bad guy to kill a bunch of black people because, you know, it would have been too easy to just turn the bad guy over to them and solve everything without further violence.

So instead we'll just into the next feature, Fantasy Isle (formerly called Tippy Taylor after its star). Tippy is exploring a natural cave complex that may or may not be the entrance to Hades. 

Witches are shown to be pretty dumb and easily fooled here. Demonstrating no special abilities, I think we're going to just ignore this story in any future write-up of witches as a mobstertype. 


Nor should we be very impressed with that grim reaper character who is easily pushed off a bridge. I think I just found another example of fake undead! 

The fairy tale giant seems a genuine threat. I think I need to include a percentage chance of them being encountered a sleep, like D&D dragons.

There are times, I'll confess, when I just want to throw up my hands and quit. To truly emulate some of these comic book stories, every bad guy -- even if it's a giant -- needs to have no more than 3 hit points. Because just about everything goes down in one hit! 

Buck up, Scott. Look! A Potion of Invisibility that doesn't turn your clothes invisible. That's a trophy item we haven't seen before (but looks very familiar from the first live action Fantastic Four movie...).

(Scans courtesy of Comic Book Plus.)




 



 

Friday, October 11, 2019

Amazing Mystery Funnies #18 - pt. 1

Speed Centaur? Really? You're going to make me read Speed Centaur, first thing? Sigh..

Now, to be fair, this scenario seems as preposterous on the face of it as a centaur superhero. What would the Axis Forces possibly want with U.S. horses circa 1940? It turns out there actually is a real story like this.

"Hop on my back and ride me, trusty sidekick!" How did  Fredric Wertham miss this?
What the waaah? Since when can centaurs fly? I guess I'm modifying the centaur record in the Mobster Manual again!
I've never heard of such a killer horse -- but killer horse seems almost like a worthy mobstertype for Hideouts & Hoodlums! It also appears here that killer horses can attack with both 1 bite and 1 kick in the same turn. Speed beats the killer horse with grappling.
I'm interested in this page for the first panel. Reel is able to gamely perform a move worthy of a movie stuntman; but keep in mind Reel's training is as a cameraman. So when did he become such a capable acrobat and marksman?

On an earlier post, I speculated about Supporting Cast and at what point they can become classed and I may have missed the obvious; as soon as they become Supporting Cast to a Hero, they become important enough to gain a class, even if they only had a mundane profession before. 


Killer horses will chase after you if you run!

...It's been as hard as ever taking Speed Centaur seriously, but perhaps this could illustrate, instead, that Supporting Cast animals can be given very specific and out-of-their-character tasks, like running down and trampling someone.
Phew! Moving on to The Inner Circle now. There's not a lot of game-relevant material here, although I'm curious to see if any of those newspapers really exist...

Long before The New York Bulletin became a fake newspaper in the Marvel Netflix Universe, it was a real New York newspaper, running from 1840 to 1850! There was a London daily called The Courier, but I can't find that there was a London Daily Courier. The Montreal Post-Telegram is completely bogus.

Next, I'm noticing how widely different the value of the gold stolen is between countries. How close are those exchange rates?





No, there was $4 to the pound, so the London Daily Courier should be reporting 200,000, not 250,000 pounds. The Canadian numbers are even worse; the Canadian dollar was only worth 10% more than a U.S. dollar in 1940, so the Montreal Post Telegram should say 55,000, not what looks an awful lot like 500,000!

I tried to also do a little research on why damage to the conning tower, specifically, would keep a sub from being able to submerge. I don't think it's because the hit was on the tower, per se, but any hole in the sub is going to take on water.

Leaving those Circle Boys behind on their boats, let's jump ahead to Jon Linton, the thinking man's Buck Rogers (well, sorta...).

I suppose there's something comforting in knowing that notes handwritten in cursive are still going to be a thing in the future.

Jon's trick here seems a bit too obvious to me, but I suppose when you're dealing with a narcissist like Trump -- er, I mean Satan -- it's easy to play on his vanity and get him to think you're on his side.

In game play, this can be difficult, particularly if the player and Editor don't see the character's motivations the same way.

If the Editor felt, Jon's player is misinterpreting what I'm going for, he could prompt his player with a skill check or Wisdom check (we've talked about unofficially using ability score checks in H&H before) and correct him if he succeeds - or, simply change the way the villain's character to match player expectations, if that makes things easier.

I love how Harry Campbell, even if he doesn't always get the science right, certainly makes a game try of it. Here he fairly accurately predicts safe atomic energy plants, with 2 million volts being possible if the plant has up to six transformers. He also accurately understands reboot time.

(Scans courtesy of Comic Book Plus.)

Saturday, October 20, 2018

Amazing Mystery Funnies v. 3 #1 - pt. 2

And we're back to The Inner Circle, where we see the players have figured out that, if they pool all their supporting cast members together, they can form a military force of 30 men -- or more (depending on how high their Charisma scores are)!
But then this page shows us the disadvantage of having too large a fighting force on your side, as they easily take the "Mafio" island without any challenge or suspense. The Editor could always up the challenge level they encounter to match -- maybe give the Mafio some heavy artillery of their own -- while other Editors might feel that is cheating and run their scenarios as-is.
This is the first I've ever seen of Tippy Taylor, which is odd because it seems so tailor-made for Hideouts & Hoodlums conversion.

First we get a lot of establishing of a real world setting, with references to place (Metropolis, California, Mt. Arrowhead) and time (topical reference to Amelia Earhart's disappearance).  This is the first mention of a city named Metropolis in comic books and, while Mt. Arrowhead is fictional, there is a Lake Arrowhead in California.
The scenario really starts when Tippy and Hunk wash up on the island -- everything before it could be backstory read to the player at the start of the game. The dinosaur gains surprise on them, but has a neutral encounter reaction to them and does not attack.
Here we see more sauropods, apparently of different species, all socializing together. The dinosaur chasing Tippy seems to be more curious about him than hostile -- which is very good since Tippy is probably no more than a 1st-level fighter!  We also see that dinosaurs -- or at least sauropods -- do not run faster than humans (but not slower either).
This is interesting because we don't often see Heroes failing skill checks. It's so necessary for the plot that he fall in that pit, though, that it makes me wonder if the Editor did not fudge the results against him -- bad form, I say, favoring story over the dice. Or perhaps there are multiple ways to reach the underground lair, and Tippy just fell into the first one.

Wax statues of guardians seems like a good trick to put in your hideouts.
Well, it turns out they aren't just wax dummies after all, but androids waiting to be turned on!
The old man's recipe for activating androids is a quest worthy of an entire mini-campaign.
Tippy gets a free ride to the next destination on his quest on the back of a gryphon! I'll have to include a note that there's a chance they can talk.

(Scans courtesy of Comic Book Plus.)

Tuesday, October 16, 2018

Amazing Mystery Funnies v. 3 #1 - pt. 1

And we're back to Centaur Comics! This is Fantom of the Fair, though you wouldn't know that from this page. I really liked the early Fantom stories where he's hidden in the shadows and it looks like he could be Superman, so it's particularly interesting how much he looks like Clark Kent while in disguise here.

It makes sense to go in disguise when checking out a situation out of costume, and pretending to be a doctor may get you into places you would not normally be permitted to enter. But the fake English accent seems a strange addition.
That it takes the Fantom two punches to take down a rather ordinary mobster suggests to me that I was on the right track to keep superhero damage low except when they are buffed with powers.
And here, the same superhero who needed two punches to take down one guy, "literally mashed to a pulp" two guys. "Crashing blows" sounds like a good name for a new power, but most likely he activated his Get Tough or Get Tougher power.

Ever felt bad for hand-waving encumbrance rules in a RPG? Here, encumbrance is so unimportant that no one notices this nondescript English doctor is carrying three men at once.



This is going on behind the scenes in Daredevil Barry Finn. Bear in mind that, at the end of 1939/beginning of 1940, many Americans still want to remain isolated from the war in Europe, so people who want to arm for war can still be bad guys and not patriots.

I had to look up lemon soda. I'm only familiar with lemon-lime soda, but apparently lemon soda is still a thing, just not mass marketed (specialty grocery stores tend to carry it).

I'm liking Frogga as a character. Maybe more mermen should be like him in my campaigns.

Frogga's difficulty in wrecking through the hatch, even with a crowbar, makes me think he's a fighter rather than a superhero.

Note how "daredevil" Barry Finn does nothing this whole adventure but talk to people and tell Frogga what to do; like if Matt Murdock made Foggy Nelson do all the work...

This is The Inner Circle. I wasn't sure what "Itoria" was until the "Mafio" reference and then it all fell into place; the Inner Circle is about to tangle with the Italian Mafia, and the first time the Mafia has been named (or nearly named) in a comic book.

I suspect the blue hand tattoos are made-up...



Now, bear in mind that Carlos isn't supporting cast; the Inner Circle is presented as a group of equal Heroes -- so the IC committed the "cardinal sin" of splitting up the party. Now, I am not the type of Editor who forces Heroes to stay together as a group all the time; and in fact I am comfortable with having entire sessions where Heroes can pursue side projects or mini-quests during group downtime. But sending one solo and deep into enemy territory for such a risky mission -- even I would likely step out of character and advise the players against this.

(Scans courtesy of Comic Book Plus.)




Wednesday, February 1, 2017

Amazing Mystery Funnies v. 2 #11 - pt. 1

Well, this story jumps right into the action, doesn't it?  The "electro-robot" (introduced months before Timely's robot Electro) looks to be about 10' tall, making it a huge robot. The narrator claims it has electrified hands, but that makes it odd that it needs the dynamo to attack The Fantom with, then.

That the spear crumbles on contact suggests that the robot is so electrified that ordinary (non-trophy) weapons touching it will shatter.

That the "million volts of electricity crackle above The Fantom" suggests that it missed. Normally, an attack like a lightning bolt would get a saving throw for half damage, not a save to be missed.

When The Fantom says he "won't be able to hold this robot back forever," he means that he's grappling the robot and the robot may, with a lucky dice roll, the robot might eventually escape or even reverse the hold.

Which brings up the question, why doesn't The Fantom just wreck it? He's surely strong enough to. But, in this scenario, this robot doesn't belong to hoodlums; it's someone's legal property and he's trying to stop it without harming it. It certainly makes the scenario more challenging.

Now, why there's a chandelier in a science exhibit hall, is even more questionable...


This is how big the remote control device for a huge robot is.




Narrative voices can often be forgiven for exaggeration, but I wonder if there's more to this one about The Fantom striking with the force of a meteor. It's not likely because he fell 20' or so before hitting the robot, though that would have added to his damage, as indicated in previous posts. Now, he could also have buffed himself with Get Even Tougher, or a similar power, and that would be cumulative with his falling damage bonus. That would be enough to put some serious hurt in a robot!

The robot is using a bear hug, a maneuver possible in 2nd edition's grappling system.

Finally, when all else fails, The Fantom wrecks the robot --- though he seems to have a hard time of it! Unlucky dice rolls? Maybe this robot was hardier than usual?

This is Daredevil Barry Finn, and this is a very combustible car!  Usually, when a crash happens, the Heroes inside only have a small chance of being killed. If there's a chance of complications after a crash, full immolation must be a small percentage chance.



The boys of The Inner Circle have a sound tactic here -- arrange a meeting with the enemy, then have someone else follow the enemy back to their hideout to find out where it is. Just be wary of successful evasion checks!




Here's more good tactics. If you can't find a secret or concealed door, but you know there must be one about -- keep searching! Even come back the next day.

If you don't want to go through the trapdoor at the end of an underground passage to find out where it goes, mark how long it is and then go try to find on a map where that passage would come out at. Warning: in higher level hideouts, expect magical teleport traps and the like!

The giant snake with the whale tail is not the bogvetch in this picture, which is a shame because that seems like an appropriately cool name for this creature. It likes to coil around trees and can use its tail smack to paralyze foes.


(Scans courtesy of Comic Book Plus)









Monday, October 24, 2016

Amazing Mystery Funnies v.2 #9

We rejoin the Fantom of the Fair as he's chillin', just watching a circus act, when ...well, let's think about what's happening here.

The Fantom somehow senses that something is amiss, but we don't know how. Perhaps he was using Super-Hearing for some reason and overheard the man at the tank, far below, over the din of the crowd. Perhaps the Fantom just has a really good sense of volume and figured out that the water was low from looking at it. Or maybe he was using some kind of heretofore unknown Detect Danger power/spell (or would Find Traps duplicate that?).

Then The Fantom defies physics by leaping after Jane, and less aerodynamically than Jane (and with the drag of the cape no less), and still manages to hit the water before her. Some new power called Fall Faster?

There's more going on, unsaid, here too. The Fantom claims this man looked suspicious because he was standing around nearby. But this is the 1939 World's Fair -- there should be hundreds of people standing around nearby! So this has to be The Fantom using Detect Evil to sense the wrongdoer.

And then there's The Fantom throwing the guy and him landing dead. In Hideouts & Hoodlums you cannot kill in one hit, no matter how much damage it does. I could change that rule -- say, adding an amendment where if you do 10 or 20 points of damage more than what would drop you to zero hit points, then it can be an instant kill, but this is a throw attack that shouldn't possibly do that much damage. Unless The Fantom is using some new power called Super-Throw (with increased grappling damage), or Killing Blow (that gets around the not killed at "zero hp" rule).

This page I include for trivia. From Jane's comments at the end, coupled with the clear outline of a face on The Fantom -- I'm beginning to suspect that The Fantom isn't wearing a mask at all. Rather, his face is always masked in shadow, thanks to magic, and we're just seeing him in silhouette.


A prototype for Marvel Comics' High Evolutionary. More proof that Carl Burgos invented the Silver Age of Marvel Comics back in 1939...?



Now I'm trying to decide if rocket cars needs to be a trophy item. A commonplace rocket car might seem futuristic, but a rocket car held the land speed record (345 MPH) as of 1938. Maybe the Thunderbolt (#7 on this list) will get a stat.


I think I've just solved my problem of how to justify keeping the acetylene torch on the trophy list. A "blue ray" acetylene torch makes it seem more exotic, and could maybe justify boosting the damage it causes a little.


A note to myself that a large transport plane can be a trophy item. A large transport plane has several benefits for a group of Heroes -- it can easily transport them all in one trip, as well as storing all the supplies they might need on adventures (you can see how the interior side of this plane is set up like an armory).

This is Don Dixon. Don't drink was apparently drugged with a Potion of Madness. It makes him gibber and sound like an egomaniac.  Hmm...did someone slip this to Donald Trump?


Oh, Speed Centaur, you goofy feature! I guess Speed cut off his arms in order to fit his torso into that fake horse head? The lesson here is that you don't have to think too hard about disguise for it to work in H&H.

(Scans courtesy of Comic Book Plus)