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Starting versions of Reed Richards and the rest of the Fantastic Four


Hyper-Man

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VPP would work well in simulating Reed Richards' Genius.

 

That's part of what this VPP represents:

 

20 The Ultimate Gadgeteer: Variable Power Pool (Gadget Pool), 14 base + 80 control cost, (54 Active Points); Limited Power Technologoy Based Abilities Only (-1/4); all slots OAF Arrangement Fragile (Focus of Opportunity. Uses parts he has on hand to work with.; -1 1/2), Requires A Roll (Skill roll; Jammed, Must be made each Phase/use, Can choose which of two rolls to make from use to use; -1 1/4), Extra Time (5 Minutes, Only to Activate, -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Unified Power (-1/4)

Notes: This is just an example slot. Reed can come up with almost any needed gadget given the time and something high tech to work with.

 

0 1) Transdimensional Gun!: Blast 10d6, Transdimensional (Single Dimension; +1/2) (75 Active Points); 2 clips of 12 Charges (-0) Real Cost 12

 

I could certainly expand this into a more generic "Genius" sfx and part of the points to do that could come from the 50 spent on getting his current 60 INT. I just think some of the more all encompassing 'genius' stuff could be purchased later with Experience.

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  • 3 months later...

Ben should be right at Brick Campaign Average. He's no where near as strong as the Hulk or Thor, but he's no weakling either. I also don't think he's the "slow brick" either so probably 60 str or so. With slower bricks being 70-75 strengths.

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  • 2 weeks later...

Mister Fantastic

 

Val Char Cost

20 STR 10

18 DEX 24

20 CON 20

12 BODY 4

18 INT 8

11 EGO 2

15 PRE 5

18 COM 4

6 PD 2

4 ED 0

4 SPD 12

10 REC 4

50 END 5

32 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Inventor 13-

3 Lightning Calculator

3 Mechanics 13-

5 Money: Well Off

3 Navigation [Air] 13-

2 Rep: Superhero 11-

3 SS[iNT]: Physics 13-

3 Teamwork 13-

Total Skills Cost: 25 Points

 

Cost Powers

45 Armor +15 rPD +15 rED

15 EC [Malleability]-15 Points

10 1) Desolid, Cannot Pass Through Solid Surfaces (-1/2),

Does Not Protect Against Damage (-1)

10 2) HA +6d6, HTH Attack (-1/2)

15 3) Stretching 6"

5 ES: HRRP, Flashed As Hearing As Well As Radio (-1/4),

OAF: Fantastic Four Communicator (-1)

20 Multipower (20 Points)

1 u) Flight 4", Variable Advantages (+1/2), Use Simultaneously (+1/2), 4x Mass (+1/2),

OIF: Fantastic Four Vehicle (-1/2)

2 u) Gliding 15", 4x NCM

2 u) Leaping +10", 4x NCM, Accurate

Total Disadvantages Cost: 125 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

15 Hunted: Dr. Doom (As Powerful/NCI) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Of The Hero (Very Common/Strong)

15 PsyL: Easily Distracted By Scientific Matters (Common/Strong)

15 PsyL: In Love With Sue Storm (Common/Strong)

5 Rivalry: Sub-Mariner (Romantic)

10 SocL: Public Identity [Reed Richards] (Occasionally/Major)

Total Disadvantages Cost: 250 Points

 

 

This is a starting version of Mister Fantastic build on 250 Points with 5th Edition Rules.   His Armor represents his ability to absorb the impact of attacks because of his malleable body.  The Desolid doesn't provide protection because he's not intangible, just flexing his body to move through small openings.  Reed Richards is an inventor, with a background in mathematics, mechanics, and physics, and his skills reflect that.

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Invisible Woman

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

11 BODY 2

18 INT 8

14 EGO 8

15 PRE 5

18 COM 4

5 PD 2

5 ED 1

4 SPD 10

9 REC 4

46 END 5

28 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Acting 12-

3 Conversation 12-

5 Money: Well Off

3 Navigation [Air] 13-

3 Paramedic 13-

2 Rep: Superheroine 11-

3 PS[iNT]: Teacher 13-

3 Teamwork 13-

Total Skills Cost: 25 Points

 

Cost Powers

48 Multipower (60 Points) Concentrate 1/2 DCV (-1/4)

5 u) EB 8d6, Invisible [sight] (+1/2)

5 u) Entangle 4d6 DEF 4, Invisible [sight] (+1/2)

5 u) Force Wall 8 rPD 8 rED, Invisible [sight] (+1/2)

5 u) Invisible [sight], Use Simultaneously (+1/2), No END (+1/2)

7 ES: HRRP, Flashed As Hearing As Well As Radio (-1/4), IAF: Fantastic Four Communicator (-1/2)

15 EC [invisible Force Fields]-15 Points

15 1) Flight 10", 8x NCM

20 2) Force Field +10 rPD +10 rED, Invisible [sight] (+1/2), 1/2 END (+1/4)

Total Powers Cost: 125 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

15 Hunted: Dr. Doom (As Powerful/NCI) 8-

10 Hunted: Psycho Man (As Powerful) 8-

10 Hunted: Sub-Mariner (As Powerful/NCI/Mild) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Of The Hero (Very Common/Strong)

15 PsyL: In Love With Reed Richards (Common/Strong)

10 SocL: Public Identitiy [sue Storm] (Occasionally/Major)

Total Disadvantages Cost: 250 Points

 

 

The Invisible Woman controls force fields that bend light so she can become invisisble.  The also allow her to use them as Energy Blasts, Entangles, Force Walls, and to Fly.  Her father was a Doctor, and she picked up some medical training from him, and she has worked as an Actress and a Teacher.

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Here is where I left off on a 6e 400 point version of Sue Storm the Invisible Girl.  I just never got inspired to finish her or start on Ben and Johnny.

 

Susan Storm
The Invisible Girl

VAL    CHA    Cost    Roll    Notes
10    STR    0    11-    HTH Damage 2d6  END [1]
14    DEX    8    12-
20    CON    10    13-
18    INT    8    13-    PER Roll 13-
15    EGO    5    12-
15    PRE    5    12-    PRE Attack: 3d6
5    OCV    10
5    DCV    10
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
8    PD    6    8 PD (0 rPD)
8    ED    6    8 ED (0 rED)
10    REC    6
40    END    4
10    BODY    0    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward

Characteristics Total: 108

Cost    Powers
253    Invisiblity & Force Field Projection: Variable Power Pool (Cosmic Powers), 150 base + 120 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (330 Active Points); Limited Power - Invisibility and Invisible Force Field Based Abilities Only (-1/2); all slots Unified Power (-1/4)
0    1) Barrier 15 PD/15 ED, 1 BODY (up to 12m long, 6m tall, and 1/2m thick), Dismissable, Non-Anchored, Impenetrable (+1/4), Hardened (+1/4) (120 Active Points); Feedback (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 44 - END=12
0    2) Invisibility to Sight and Radio Groups , No Fringe, Costs Endurance Only To Activate (+1/4), Usable As Attack (x4 maximum weight per inanimate target; +2), Grantor pays the END whenever the power is used, Grantor controls the power totally (114 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Real Cost: 51 - END=10

Powers Total: 253

Cost    Skills
    Everyman Skills
0    1)  AK: Home country or region 8-
0    2)  Acting 8-
0    3)  Climbing 8-
0    4)  Concealment 8-
0    5)  Conversation 8-
0    6)  Deduction 8-
0    7)  PS: Character's job, hobby, or the like 11-
0    8)  Language (idiomatic; Everyman, literate)
0    9)  Paramedics 8-
0    10) Persuasion 8-
0    11) Shadowing 8-
0    12) Stealth 8-
0    13) TF:  Everyman, Small Motorized Ground Vehicles

Skills Total: 0

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 361

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  • 1 month later...

Ok,

 

Here is version 2.0

Still have a few point left over and plenty of Complications to fill in.

 

Susan Storm
The Invisible Girl

VAL    CHA    Cost    Roll    Notes
10    STR    0    11-    HTH Damage 2d6  END [1]
14    DEX    8    12-
20    CON    10    13-
18    INT    8    13-    PER Roll 13-
15    EGO    5    12-
15    PRE    5    12-    PRE Attack: 3d6
5    OCV    10
5    DCV    10
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
8    PD    6    8 PD (0 rPD)
8    ED    6    8 ED (0 rED)
10    REC    6
40    END    4
10    BODY    0    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward
FLIGHT        40m/80m

Characteristics Total: 108

Cost    Powers
253    Invisiblity & Force Field Projection: Variable Power Pool (Cosmic Powers), 150 base + 120 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (330 Active Points); Limited Power - Invisibility and Invisible Force Field Based Abilities Only (-1/2); all slots Unified Power (-1/4)

[Notes: These are just example slot constructions.  Basically every Power besides Invisibility should be built with IPE.  Each ability can have up to 120 active points and she can use 150 Real Points of abilities at the same time.] - END=
0    1) Invisible Force Wall!: Barrier 15 PD/15 ED, 1 BODY (up to 12m long, 6m tall, and 1/2m thick), Dismissable, Non-Anchored, Impenetrable (+1/4), Hardened (+1/4) (120 Active Points); Feedback (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 44 - END=12
0    2) She can make things Invisible!: Invisibility to Sight and Radio Groups , No Fringe, Costs Endurance Only To Activate (+1/4), Usable As Attack (x4 maximum weight per inanimate target; +2), Grantor pays the END whenever the power is used, Grantor controls the power totally (114 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Real Cost: 51 - END=10
0    3) Force Blast: Blast 12d6, Invisible Power Effects (Fully Invisible; +1) (120 Active Points) Real Cost: 96 - END=12
0    4) Walking on columns of Force!: Flight 40m, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Invisible to [two Sense Groups]; +1/2), Usable Simultaneously (up to 4 people at once; +1), Grantor pays the END whenever the power is used, Grantor controls the power totally (110 Active Points); Limited Power Based on Invisble columns of force used as 'stilts'. (-1/2), Physical Manifestation (-1/4) Real Cost: 55 - END=5

Powers Total: 253

Cost    Skills
    Everyman Skills
0    1)  AK: Home country or region 8-
0    2)  Acting 8-
0    3)  Climbing 8-
0    4)  Conversation 8-
0    5)  PS: Character's job, hobby, or the like 11-
0    6)  Language (idiomatic; Everyman, literate)
0    7)  Persuasion 8-
0    8)  TF:  Everyman, Small Motorized Ground Vehicles
    
3    Concealment 13-
3    Deduction 13-
3    Paramedics 13-
3    Shadowing 13-
3    Stealth 12-
3    Systems Operation 13-

Skills Total: 18

Cost    Perks
2    Positive Reputation (A large group) 11-, +1/+1d6

Perks Total: 2

Cost    Talents
4    +2/+2d6 Striking Appearance (vs. the opposite sex)
6    Combat Luck (3 PD/3 ED)
3    Lightning Reflexes (+6 DEX to act first with All Ranged Attacks)

Talents Total: 13

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 394

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 If the GM's Big Book of NPC's includes several dozen characters with 33+ INT, then ...

 

The if, then issue is always the key when translating source material into Hero? The quality and appropriateness of a given design will always be relative to the campaign it is being translated into. Reed's intelligence has to be creme de la creme for the campaign he is in. Without seeing the intelligence of the other super-geniuses in the campaign, we can't make any meaningful comments. However, I would say, Reed is a scientific genius. In many other areas of life, he's dumb as a rock.

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