Time for a Miracle

(Quick, unrelated note: Recent silence has been mostly due to my being sick -- a head cold that is taking its damned time clearing despite antibiotics, probably due to general stress levels and a schedule that hasn't allowed me to simply take the time off to rest. These clix items require almost no thought - though some thought would likely prevent the errors, but it's such a trivial subject I don't mind - and upon seeing something new in the gallery this morning I decided to toss up a post.)

A week from the release of Origin, the next DC set of Heroclix from Wizkids, they decided to show us the REV of Mr. Miracle.

Mr. Miracle is one of Jack Kirby's "Fourth World" creations, harking back to 1971 when "King" Kirby stunned many of us (there was no strong fan/industry press then, and I was 10 years old anyway, so what I knew of comics only came through the pages of comics) by jumping from Marvel to DC.

Based in part on a fellow comics industry innovator, Jim Steranko, whose varied work history included time as a magician, Mister Miracle's central claim was as a "super escape artist."

If you're interested in the character a reasonably good overview is offered here.

Seth's given us three levels of Mister Miracle, set up in what strikes me less as a linear progression - at least between the experienced and veteran levels - than simply three versions suitable for plugging into appropriately-sized teams. Considering that Miracle's time with the Justice League was during the Giffen-DeMatteis run, when almost anything went for a laugh and almost no one was at his best, it doesn't strike me that his best dial would be found there. Still, it's no worry, though I'm sure there will come a time when it would have been handy if the JLA TA had also been applied to the experienced.

Here are the three dials, side by side (click image for a larger view):


High Defense Values, along with early clicks of Super Senses are what I'd expected, and Seth plainly thought along the same lines. Having been raised to survive in a virtual house of horrors, and with a mini-computer (Mother Box) to assist him in calculating probabilities and extending his sensory range, MM makes for a very difficult target. His upbringing also required him to be extremely single-minded and driven, hence the clicks of Willpower also seen at all three levels.

The 64 pt. rookie version is largely as Kirby presented him: Difficult to hit or trap (Defense Values, Super Senses), able to get almost anywhere he needs to be (Phasing, Leap/Climb), and able to throw a monkey wrench into someone's plans (Perplex, Probability Control.) The only odd element is that the rookie is grounded, while Jack gave him flight discs pretty much from the start. Still, between the opening click of Phasing and all of the clicks of Leap/Climb he's able to move freely, so the only practical difference here is that he can't carry anyone without the assist of the Passenger Feat. The Flurry on the second click is a nice touch - especially combined with the Perplex - allowing him a good chance to do some damage to almost anyone's plans. Smoke Cloud potentially helps cover his movements and fits the sense of stagecraft.

The 98 pt. experienced level sees the addition of flight, Plasticity (demonstrating that not only is is difficult for someone else to hold him, but he knows a thing or two about tying others up effectively), some Incapacitate (ditto), a more focused ability to thwart an opponent's plans (Outwit.) I can't immediately explain the late-dial addition of Support and Regeneration on his final two clicks; Mother Box-assisted medical aid? A couple clicks of Phasing are moves just past the center of his dial for an amazing escape, if necessary.

The 145 pt. veteran sees already impressive Defense Values pushed even higher, with two clicks of 19 Defense, cleverly split on the first and fourth click; with no damage-reducing powers a hit's going to knock him two or three clicks down the line. Imagine an opponent who's just managed to roll high enough to hit MM for 3 clicks of Damage seeing that MM still has a 19 Defense, 3 Damage and Outwit; I expect many a petulant and unwary player to express some doubt as to whether his opponent's clicked the dial appropriately.

The veteran has leading clicks of Phasing/Teleport and both opening and closing Speeds of 12, those extremes likely representing Boom Tube technology by which he can travel great distances via a tunnel through folded space.

The veteran loses the experienced version's Support, but regains a couple clicks of Probability Control in the middle of his dial, set in a wall of Outwit.

As a zero range piece with Damage values that never exceed 3, MM will be seen by most players as falling into the category of a support and tie-up piece more than an attacker. In a game as dominated by range as this one is they're not wrong to think that. However, a piece as mobile and difficult to hit as MM is can be used aggressively, even if much of the time that's aggressively as a blocking, tie-up and general spoiling piece. The experienced and veteran pieces are the next best thing to a stealthed Outwitter, and given the Defense Values, in a narrow sense, he could even be seen as better because many opponents won't even try to roll against those odds. Park him over hindering terrain and most opponents thinking of targeting him from Range will think twice at least as they contemplate not only trying to hit a 20 or 21, but then Super Senses afterwards. Meanwhile, if they come up to base him they'll still be rolling to hit an 18 or 19 at least up front, and all versions of the character at least have the potential to deal damage to anyone who bases them.

Individual team-building and playing styles will dictate which if any of the levels meets his requirements, but I at least see this as Seth having delivered a good representation of the character. If someone wanted Mister Miracle on his team then a week from now (sooner, perhaps, if they hit a pre-release) he can do it.

Comments

Doc Nebula said…
Excellent write up, as always.

How do you add the 'create a link' feature I see at the bottom of each of your posts? I yearn to have that on my blog.
Mike Norton said…
Thanks!

I... don't recall doing anything special to set that Link formatting up, which leads me to think it's just one of the pull-down menus in the settings for the blog in question. Check to see if there's anything in the Formatting other than "Show Title Field" (which I have set to "No") which you don't have set to "Yes."
Mike Norton said…
If that doesn't work, let me know and I'll take a dig into the appropriate portions of my template when I get the chance.

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