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Reload this Page Entertaining Creations: Fantastic Four
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Old 08/31/2007, 23:43
    #1
Entertainer13
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Entertaining Creations: Fantastic Four
We NEED a new 616 FF. Have for awhile. I was hoping Reed and Sue would get snuck into Avengers, with the Torch and Thing following up, but alas! Here's what I'd like to see out of them:

#001 V Mister Fantastic
Team: Fantastic Four
Range: 7 //
Points: 90
Keywords: Scientist, Famous, Fantastic Four
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Speed - Rubber Ball: Mister Fantastic may attack as if he had the transporter attack ability.
Defense - Elastic: Mister Fantastic has Invulnerability. When damage would be dealt by a range attack, roll a die. On a result of 5 or 6, Mister Fantastic avoids all damage.
Damage - It's Science!: Mister Fantastic has Enhancment and may affect characters up to four squares from him and to whom he has a clear line of sight.


#002 E Human Torch
Team: Fantastic Four
Range: 8 //
Points: 80
Keywords: Famous, Teen Idol, Fantastic Four
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Defense - Burning Defense: When a character makes a successful close combat attack against Human Torch, deal that character one unavoidable damage.
Damage - Wall of Fire: Human Torch has Smoke Cloud. Characters occupying this hindering terrain at the end of their turn take one click of damage.


#003 V The Thing
Team: Fantastic Four
Range: 0 /
Points: 135
Keywords: Brute, Astronaut, Famous, Fantastic Four
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[b]Defense
Damage - Boxing Skill: (optional) Give The Thing a power action. Modify his attack by +2 and make a close combat attack as a free action. Deal a click of unavoidable to The Thing.

#004 V Invisible Woman
Team: Fantastic Four
Range: 7 /
Points: 95
Keywords: Scientist, Famous, Fantastic Four
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Last edited by Entertainer13; 09/02/2007 at 14:36.
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Old 09/01/2007, 02:02
    #2
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Hmm...shouldn't they all have the "Celebrity" keyword?
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Old 09/01/2007, 04:52
    #3
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I gave the "famous" keyword. Is there a celebrity key word?

Any comments on the dials themself? I'm unsure about some of it and what have you.
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Old 09/01/2007, 05:03
    #4
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Quote : Originally Posted by Entertainer13
#001 V Mister Fantastic
Team: Fantastic Four
Range: 8 //
Points: 90
Keywords: Scientist, Fantastic Four
8
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17
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Speed - Rubber Ball: Mister Fantastic may attack as if he had the transporter attack ability.
Defense - Elastic: Mister Fantastic has Invulnerability. When damage would be dealt by a range attack, roll a die. On a result of 5 or 6, Mister Fantastic avoids all damage.
Damage - It's Science!: Mister Fantastic has Enhancment and may affect characters up to four squares from him and to whom he has a clear line of sight.
I don't think Mr Fantastic should have the same range as Human Torch - Torch is the team's main ranged fighter. I'd reduce range to 6.
I like the Damage Special Power, but the Elastic... I don't know, I'd probably word it differently - maybe "when hit by a ranged combat attack, Mr Fantastic can use Impervious/Super Senses".
Quote : Originally Posted by Entertainer13
#002 E Human Torch
Team: Fantastic Four
Range: 8 //
Points: 80
Keywords: Famous, Teen Idol, Fantastic Four
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Defense - Burning Defense: When a character makes a successful close combat attack against Human Torch, deal that character one unavoidable damage.
Damage - Wall of Fire: Human Torch has Barrier. Character adjacent to his barrier token at the end of a turn are dealt one click of damage.
Wall of Fire is very overpowered, IMO - it lets Torch deal free damage against a lot of opponents when you only have to place a single square adjacent to that opponent - he could easily nuke a whole team that way. Not good, at least not for only 80 points. Something along the line of Icicle's limitation (3 adjacent Barrier squares = 1 damage) would probably be allright.
Is it supposed to be Leap/Climb on his first click or did you mean Running Shot? I'm not sure about the Charge either - Torch is a ranged guy with some close combat options.

Quote : Originally Posted by Entertainer13
#003 V The Thing
Team: Fantastic Four
Range: 0 /
Points: 135
Keywords: Brute, Astronaut, Fantastic Four
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Defense - Burning Defense: When a character makes a successful close combat attack against Human Torch, deal that character one unavoidable damage.
Damage - Boxing Skill: (optional) Give The Thing a power action. Modify his attack by +2 and his damage by -1 and make a close combat attack as a free action. Deal a click of unavoidable to The Thing.
I assume the Burning Defense SP is a copypaste error?
Looks good, but I don't think the click of damage is necessary for Boxing Skill - just having to reduce damage by 1 is enough of a drawback.
Quote : Originally Posted by Entertainer13
#004 V Invisible Woman
Team: Fantastic Four
Range: 7 /
Points: 95
Keywords: Scientist, Famous, Fantastic Four
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Looks all right to me.

And yes, there is a "Celebrity" keyword - V Booster Gold and Wonderman both have it.
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Old 09/01/2007, 11:08
    #5
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Reduce Mr. Fanny's range to 7.

I don't really like barrier, since it makes no sense if he uses barrier, then gets carried away by a taxi.

I think he could have quake aswell, he can waste in close combat. He could have plasticity aswell, but that isn't a biggie.



I *love* leap/climb on Human Torch, like him generally flying about a bit too quick to be held down. Attacking from soaring is sweet too.

His special power is very broken though. I agree with Quebbster, either give him Iceicle's power, or don't. He isn't really famous for his wall of fire, so I wouldn't be sad to see it go altoghter.

I could see some perplex on him too, maybe on his 4th and 5th clicks.



I really like Thing. Love plasticity, love high defense willpower. The special power is cool too (maybe change the 1 damage bit though) and he feels like hes costed right. Good job.



Hmmm... *hates stealth*

Lose the stealth and give her running shot and impervious on the first click and I'd love her. Two dice rolls to hit her portrays invisibility better than stealth ever does IMO.

Also, I'd like to see some forceblast and TK on her, and since you have empty slots, you might as well give her them.



Overall, Good job.
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Old 09/01/2007, 11:52
    #6
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Made a few changes. Evaluating some of the other powers. Mainly Reed got said changes.

Oh, and um... what's Icicle's power? I didn't pay attention to his fig when it was posted.
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Old 09/01/2007, 12:40
    #7
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We've needed a more game-viable 616 FF since....well, Infinity Challenge. In particular, I've felt that Mr. F. has gotten shafted twice.

I like the dials/powers you've offered. My own thoughts would be to bump Thing's AVs up by one down the line, rather than giving a SP to show his skills--I compare him with Hulk and find Ben to be much more skilled as a brawler, while doing less damage per hit (but only just). Willpower is nice to keep him Clobberin'...which brings me to the SP I'd like to see:

"It's Clobberin' Time": [attack power] The Thing may use Quake at his printed damage value. Give the Thing one click of unavoidable damage when he uses Quake.

I'm picturing some of those great Kirby frames with Ben swingin' and baddies flyin' all over the place.


Now, Mr. Fantastic:

I like that you've offered a more active combatant in Mr. F. That gets missed a lot and isn't balanced by his supportive powers. "It's Science" is a cool SP, but might I suggest a more basic power elsewhere:

Reed's Solution: [damage power?] Mr. Fantastic may use Outwit; when he does so, he may Outwit the same power from every opposing character within 8 squares, regardless of line of sight.

Kind of a complement to the Brilliant Tactician--Reed suddenly whips up a cool gizmo that negates the toughness on all those baddies surrounding the group. (Might keep the Impervious bashers from rushing him, too.) This may be way out of balance--I'm just throwing ideas out here.

Before SPs my main gripe was that Mr. F. couldn't have both Perplex and Outwit on the same click (not so much to use them in the same turn, just to have options). "Brilliant Tactician" helped a bit, but still it'd be nice to have a countermeasure to your opponent bouncing around in Reed's head.

I like the Human Torch--he's another one that hasn't really been done justice in the past. I'd like an on-dial Nova Blast SP for him on his next to last click--one last (effective) blast before pushing to KO!

And Sue...Stealth makes her a pain in the game, but it's not as "accurate" a representation of Invisibility as, say, a high defense plus Super-Senses. But maybe a SP would work here?

Invisibility: When Invisible Woman is the target of a power action, free action, or close or ranged combat attack, roll 1d6; on a roll of 3-6 the action or attack may not be made (active figure declares a new action).

Kind of a better-chance Shape Change/Skrull ability. Perhaps it could even be extended to friendlies within 2 squares? (Again, game balance might dictate otherwise--just brainstorming here).

Good ideas on the dials!
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Old 09/01/2007, 12:53
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I really like your ideas Talebearer.

Here's my Invisible Woman dial (I stole your SP):

Invisible Woman
Team: Fantastic Four
Range: 7 //
Points: 92
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Damage - Invisibilty: When Invisible Woman is the target of a power action, free action, or close or ranged combat attack, roll 1d6; on a roll of 3-6 the action or attack may not be made (active figure declares a new action).
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Old 09/01/2007, 12:59
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Human Torch has Barrier. Character adjacent to his barrier token at the end of a turn are dealt one click of damage.

At the end of any turn?? or at the end of their turn.
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Old 09/01/2007, 14:09
    #10
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Hey Entertainer! Nice dials, I'm a fan of anyone who makes a buff Thing.
My suggestion for Mr. Fantastic is to give him an actual stretching power. In the 'How Invisible Woman should be' thread, I made a Fan. 4, and Mr. Fantastic could add to his range by dropping his attack, kinda like Extended Range. That, for Mr. Fantastic, seems perfect.

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Old 09/02/2007, 14:41
    #11
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I realized that the Torch had L/C instead of RS on his first click. I toyed with keeping it anyway, but realized he'd mostly be pushed off that click by most players and hence, is a waste. I also changed his wall of fire to be more in line with Toro's power. I'm fine with that.

The Thing's special power was changed to take away the -1 to damage. In the end, it's there to show him pushing himself to the limit to knock down a foe... it also helps save points from keeping a high attack throughout.

Invisible Woman, I still say should have some stealth. Without it, any stealth-like abilities can be outwitted too easily in my opinion. I did, however, give her up front RS and some Force Blast. The TK suggesstion, while within her powers, doesn't mimic anything I've ever read in my 23 years. And I've read a lot of Fan Four. She's done those kinds of stunts so rarely, why waste the points?
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Old 09/03/2007, 00:18
    #12
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I am totally lovin the running shot on Invisible woman. rep for you sir.

that rep may be a little late, gotta "spread some rep around" first.
Last edited by TheBionicLeopard; 09/03/2007 at 18:30.
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Old 07/19/2012, 10:14
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Quote
We've needed a more game-viable 616 FF since....well, Infinity Challenge. In particular, I've felt that Mr. F. has gotten shafted twice.
WTF are you talking about?? The SI FF at a perfect 400 points was awesome and that Mr. Fantastic still is one of the best pieces. Better yet, the team played exactly like the comic and was very balanced.

As for this FF, no way should Johnny have the smoke cloud power. That power is pure nonsense and wayyyyyy to overpowered at any cost.
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Old 07/20/2012, 06:44
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Quote : Originally Posted by DaddyDoom View Post
WTF are you talking about?? The SI FF at a perfect 400 points was awesome and that Mr. Fantastic still is one of the best pieces. Better yet, the team played exactly like the comic and was very balanced.

As for this FF, no way should Johnny have the smoke cloud power. That power is pure nonsense and wayyyyyy to overpowered at any cost.
Look at the post date.

This was WAAAY before SI
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