Opale Posted November 18, 2011 Report Share Posted November 18, 2011 Hellooo heroes and fellows ! my players and I had a long discussion about abilities and powers of known super-heroes, and how to build them into HERO system. And Mr Fantastic came to our mind, and I said just ooops... How would you build such a character, providing you get enough points to make it so indestructible he seems to be ? I recently discovered the expensive builds of Hulks from Enforcer, and I tell myself prolly Mr Fantastic would need such an interest. By extension, maybe how to build the entire team, without a real cost limit, just to make them fit to their reputation. Here is a start for savant Reed Richards : Powers : Mister Fantastic can shift his body (or portions of same) into a super-malleable state, enabling him to stretch, compress, expand, deform, elongate, contract or otherwise reshape his physical form at will. He can stretch his limbs, neck and torso to incredible lengths, though extending himself beyond approximately 1500 feet is a serious physical strain. When assuming non-humanoid shapes, he tends to favor simple constructs such as barricades, canopies, cylinders, cubes, nets, parachutes and spheres, generally assuming a volume of no greater than 1.7 cubic feet (though he can expand far beyond that volume if the shape he forms is thin-shelled and hollow). He can render himself paper-thin, or become slim enough in diameter to thread the eye of a needle. His malleable form renders him relatively immune to most conventional impacts; for instance, bullets fired into his body tend to bounce back at the shooter, and he can bodily contain small explosions. It is almost impossible to lacerate or puncture his skin unless he consciously allows such penetrations. By reshaping his features, Reed can disguise himself at will. Opale Making more Yoga for suppleness. Quote Link to comment Share on other sites More sharing options...
Greywind Posted November 18, 2011 Report Share Posted November 18, 2011 Re: Challenge : Mister Fantastic of the Fantastic Four 5th or 6th? Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted November 18, 2011 Report Share Posted November 18, 2011 Re: Challenge : Mister Fantastic of the Fantastic Four Mister Fantastic - Matt's Champions Page - The 250 Point Project http://www.angelfire.com/scifi2/mathew/csmisterfantastic.html Mister Fantastic - Dejay's Champions Write Ups http://www.mactyre.net/scm/deejay/champs/characters/FF/mr_fantastic.html Mister Fantastic - Marvel Database Project http://marvel.wikia.com/Reed_Richards_%28Earth-616%29 Cheers QM Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted November 18, 2011 Report Share Posted November 18, 2011 Re: Challenge : Mister Fantastic of the Fantastic Four DIGITAL HERO #13, p. 63 Commando Rubberbando by Ed Hastings Val Char Cost Roll Notes 10 STR 0 11- Lift 100 kg; HTH 2d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 15 BODY 10 12- 13 INT 3 12- PER Roll: 12- 13 EGO 6 12- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 12 COM 1 11- 5 PD 3 Total: 14 PD (9 rPD) 5 ED 2 Total: 14 ED (9 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 2 30 END 0 30 STUN 2 Total Characteristics Cost: 82 Movement: Running: 20”/26” Leaping: 20”/22” Swimming: 2”/4” Cost Powers END 23 Rubberbando Body: Elemental Control, 46-point powers 15 1) Rubberbando Reach: Stretching 6”, Reduced Endurance 0 END (+½); No Noncombat Stretching (-¼),Range Modifier Applies (-¼) 0 22 2) Rubberbando Flight/Slingshot: Leaping +14” (6”/20” forward, 3”/10” upward) (Accurate), Combat Acceleration/Deceleration (+¼), Reduced Endurance (0 END, +½), Usable Simultaneously (+½); No Noncombat Movement (-¼) 0 15 3) Rubberbando Stride: +13” Running (20” Total), Reduced Endurance (0 END, +½); No Noncombat Movement (-¼), Turn Mode (-¼) 0 6 Snap-back: Knockback Resistance -4”; Nonpersistent (-¼) 0 Martial Arts: Commando Training Maneuver OCV DCV Notes 4 Charge +0 -2 8d6 +v/5, FMove 4 Choke -2 +0 1 Limb; 4d6 NND 4 Crush +0 +0 10d6 Crush, Must Follow Grab 5 Flying — +4 Dodge; Abort; Dodge FMove 5 Flying Grab -2 -1 2 Limbs, 40 STR to Hold; FMove 3 Flying +0 -1 6d6+v/5; Both Tackle Fall; FMove 4 Hold -1 -1 3 Limbs, 40 STR to Hold 4 Martial +2 +2 Block, Abort Block 5 Passing -1 -1 Disarm, 40 STR to Disarm Disarm; FMove 5 Passing Strike+1 +0 6d6 +v/5; FMove 5 Passing +0 +0 6d6 +v/5; Target Throw Falls; FMove 4 Reversal -1 -2 45 STR to Escape; 2 Limbs 4 Root +0 +0 45 STR to Resist; Block; Abort 4 Sacrifice +2 -2 6d6+v/5; FMove Lunge 16 +4 HTH Damage Classes (added in) Perks 2 Reputation: Black Superhero & Civil Rights Activist, 8- (Large Group, African-Americans) +2/+2d6 1 Money: Military Retirement 1 Money: Settlement with Rubbero Rubberband Company 12 Contact: Old Army Buddies 8- (Significant Contacts of Their Own, Useful Skills or Resources, Good Relationship), Group Contact (+2) Talents 18 Rubbery Body: Combat Luck (9 PD/9 ED) Skills 10 +1 Overall 9 +3 with Martial Arts 7 Breakfall 15- 1 Climbing 8- 1 Combat Driving 8- 1 Concealment 8- 1 Demolitions 8- 1 Fast Draw 8- 1 Interrogation 8- 2 KS: US Armed Forces 11- 2 Navigation (Land) 12- 1 Paramedics 8- 2 PS: Soldier 11- 3 Stealth 13- 3 Streetwise 11- 3 Survival (Desert, Temperate/Subtropical, Tropical) 8- 3 Tactics 12- 3 Teamwork 13- 1 Tracking 8- 5 TF: Common Motorized Ground Vehicles, Everyman Rebate, Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Wheeled Military Vehicles 6 WF: Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms 3 Linguist 1 1) Language: Afrikaans (basic) 1 2) Language: Arabic (basic) 1 3) Language: Burmese (basic) 1 4) Language: Slovenian (basic) 1 5) Language: Serbo-Croatian (basic) 1 6) Language: Swahili (basic) 1 7) Language: Turkish (basic) 1 8) Language: Ukrainian (basic) Total Powers & Skills Cost: 268 Total Cost: 350 200+ Disadvantages 15 Dependence: Rubbero Industrial-Strength Rubber Treatment (Extremely Difficult to Obtain, 5d6 Damage per Month) 20 DNPC: Ex-Wife Margerie, kids Donel (16), Shaniqua (12), Jacquelyn (9) 8- (Normal, Group x4) 15 Distinctive Features: Lanky, Jointless Body, Moves Strangely (Not Concealable) 20 Normal Characteristic Maxima 20 Psychological Limitation: Patriot (Common, Total) 20 Psychological Limitation: Code of the HERO (Very Common, Strong) 5 Reputation: “Black Gumby” 8- 5 Rivalry: Personal Enmity with ZigZag (Rival is As Powerful, Seek to Outdo, Rival Aware of Rivalry) 10 Susceptibility: Cold Weather (Common, 1d6 damage per Minute) 20 Vulnerability: 2x BODY and STUN from Cold Attacks (Uncommon) Total Cost: 350 Quote Link to comment Share on other sites More sharing options...
Opale Posted November 18, 2011 Author Report Share Posted November 18, 2011 Re: Challenge : Mister Fantastic of the Fantastic Four 5th or 6th? I use only 6th Ed. So, let's says this one if you like GW !! And Thanks for the mutliple prebuilds QM Elastic Opale Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted November 18, 2011 Report Share Posted November 18, 2011 Re: Challenge : Mister Fantastic of the Fantastic Four Here's a similar thread I started back in February but never finished. I just recently purchased Marvel Masterworks Vol 2 containing the early issues of Fantastic Four so I might get inspired again to tackle this. I would probably take a very similar approach to how I built Plastic Man for the JLA:350 (link in sig below) with minor variations due to defense power changes in 6e. I probably wouldn't have Mr. Fantastic start with any kind of Martial Arts to start out with to help free up points for skills and his "gadgeteering" abilities. (just like Spider-Man/Danger Sense & Wonder Woman/Missile Deflection, Mr. F is probably the poster boy for Gadgeteering being included as it's own distinct ability in early editions of Champions). Quote Link to comment Share on other sites More sharing options...
itsalwayssunny Posted November 19, 2011 Report Share Posted November 19, 2011 Re: Challenge : Mister Fantastic of the Fantastic Four What era Mr. Fantastic are you looking for? 'Cause he can do a whole lot more now than he did in the '60s...all the characters seem to have used superpower steroids since then! Quote Link to comment Share on other sites More sharing options...
Opale Posted November 19, 2011 Author Report Share Posted November 19, 2011 Re: Challenge : Mister Fantastic of the Fantastic Four What era Mr. Fantastic are you looking for? 'Cause he can do a whole lot more now than he did in the '60s...all the characters seem to have used superpower steroids since then! Last version, full powered, so to speak Quote Link to comment Share on other sites More sharing options...
itsalwayssunny Posted November 19, 2011 Report Share Posted November 19, 2011 Re: Challenge : Mister Fantastic of the Fantastic Four Sorry, can't help you there as I haven't read any FF since the early '80s, but it looks like a lot of other folks have modeled Mr. Fantastic already. Good luck! A Fantastic Four game sounds fun. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted April 23, 2013 Report Share Posted April 23, 2013 bump! Quote Link to comment Share on other sites More sharing options...
Opale Posted April 24, 2013 Author Report Share Posted April 24, 2013 Bumps back !! ElastOpale Quote Link to comment Share on other sites More sharing options...
Matt the Bruins Posted April 24, 2013 Report Share Posted April 24, 2013 Here's a version of Mister Fantastic from a set of Fantastic Four builds I worked up recently. His Gadget Pool was a bit of a quandary for me. I felt it had to be large enough to accomplish some of the really major effects he's managed in the comics like massive Negative Zone portals and time machines that can move multiple people. That sort of stuff takes a lot of prep/build time, but he's also occasionally pulled gadgets out of his hat on short notice like the thought projector helmet that helped them beat Gladiator in FF #250. I opted for the Can Only Be Changed In A Laboratory Limitation rather than some specific amount of Extra Time. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted April 25, 2013 Report Share Posted April 25, 2013 Here's a version of Mister Fantastic from a set of Fantastic Four builds I worked up recently. His Gadget Pool was a bit of a quandary for me. I felt it had to be large enough to accomplish some of the really major effects he's managed in the comics like massive Negative Zone portals and time machines that can move multiple people. That sort of stuff takes a lot of prep/build time' date=' but he's also occasionally pulled gadgets out of his hat on short notice like the thought projector helmet that helped them beat Gladiator in FF #250. I opted for the Can Only Be Changed In A Laboratory Limitation rather than some specific amount of Extra Time.[/quote'] Where are the point totals? Quote Link to comment Share on other sites More sharing options...
Matt the Bruins Posted April 25, 2013 Report Share Posted April 25, 2013 Here's a version of Mister Fantastic from a set of Fantastic Four builds I worked up recently. His Gadget Pool was a bit of a quandary for me. I felt it had to be large enough to accomplish some of the really major effects he's managed in the comics like massive Negative Zone portals and time machines that can move multiple people. That sort of stuff takes a lot of prep/build time' date=' but he's also occasionally pulled gadgets out of his hat on short notice like the thought projector helmet that helped them beat Gladiator in FF #250. I opted for the Can Only Be Changed In A Laboratory Limitation rather than some specific amount of Extra Time.[/quote'] Where are the point totals? In the usual places, Total Characteristics at the end of that section on page 1, Total Powers & Skills and Total Cost just before the Complications on page 2. Quote Link to comment Share on other sites More sharing options...
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