Before I get into any comic book talk -- this is my 500th post. Yay me! It took me exactly two and a half years to get to this point. I've discussed every comic book I can get my hands (real or virtual) on from 1935 up through December 1939, and discussed them in terms of what I can glean from them to add to my comic book role-playing game Hideouts & Hoodlums.
I really thought I would have the 2nd edition of these rules done long before now. I know this blog has been slowing me down. But I have learned so much from writing this blog that is informing my game and my new rulebook. So even though I have slacked off on the blog in recent months to step up production of the rulebook, I am not giving up this blog.
With all that said...I have sadly little left to say about Blue Ribbon Comics #2 to mark this auspicious post. We left off with Bob Phantom...
I wrote yesterday about about how Bob Phantom was acting like a low-level superhero. I see that in game play from certain players, that they play very conservative and try to play it safe no matter what level their Hero is. I think that is the case here, because Bob shows off some pretty frighteningly high-level powers when he feels like it. Here he demonstrates Teleport through Focus (the focus being this gas that seems to follow him around -- ate a lot of beans lately, Bob?) and then tosses in a quick example of wrecking things to boot. But he uses none of these abilities against the hoodlums so far.
Finally, Bob decides to take personal action against the hoodlums, only when he's concerned Butch will escape the dragnet if he doesn't get involved. It was not concern for his own safety that kept Bob out of the fight, since he has some serious defensive buffing power on display, perhaps even Imperviousness.
Maybe it was not concern for his own safety that kept Bob out of fighting all this time...but respect for law and order? He delayed to give the system a chance? I guess I understand that from a character perspective...but in game play, it seems like it would make for boring game sessions. The game is much more fun when Heroes just jump into trouble.
Now, I had just mentioned yesterday some justification for a low chance to hit in H&H. But here we have Corporal Collins shooting, not one, but two pilots right out of their planes as they pass overhead. I was all prepared to write something here about how a higher chance to hit balances the Fighter class, but there may be more at play here...
Because what's going on, on this page? Collins has a "sixth sense?" His "fabri-steel flexible repeller" makes him harder to hit? He can leap high in the air...like a baseball player? (??)
The second two of those abilities seem an awful lot like what an alien can do in H&H, and "sixth sense" is starting to look like some new power. Even those amazing shots Collins got off before might benefit from a buffing power like Bulls-Eye. Could Collins be an alien superhero, but with all the trappings of a human fighter? His military uniform serves as his costume? It would certainly be possible to build the character that way.
(Read at Comic Book Plus.)
No comments:
Post a Comment