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The Book of Mister Fantastic

Griffin

Founding Member of C3G and C3V
Site Supporter
The Book of Mister Fantastic

C3G MARVEL FANTASTIC FOUR MASTER SET
FANTASTIC FORCES UNITE!

C3G_MrFantastic_comic.png


C3G_MrFantastic_mini.png


The figure used for this unit is a Heroclix figure from the Fantastic Forces set.
Its model numbers and name are #079-081 / Mr. Fantastic.
Its model numbers and name are #207 / Reed Richards.
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Character Bio - Reed Richards is without a doubt the most brilliant mind of our age. He is the leader of the Fantastic 4, but he is also the one responsible for the tragedy that occurred to them on the day that they entered space in his personal shuttle. Because he was so eager to research the strange occurrences that he had noticed while viewing space, he encouraged his team to help him go into space even though the proper cosmic radiation shielding was not a sufficient amount. Because of this lack of shielding, he, Ben Grimm, Sue Richards and Johnny Storm were harmfully exposed to the cosmic radiation that mutated them all in strange ways. Reed, now called Mr. Fantastic, was stretched beyond belief when he was pinned down and struggled to reach his love Sue. Now with his and his team's new powers, they have sworn to protect the innocent lives of Earth's civilians from any one or any thing that would threaten their attempt to live in peace.
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-Rulings and Clarifications-
  • N/A
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-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • Mister Fantastic can activate up to 3 Adventurer Heroes with his Fantastic Leader 4 special power. Current Adventurer Heroes.
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-Immunities, Benefits, and Weaknesses-

Immunities:Benefits:Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips-
-Heroscapers Community Contributions-
 
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Re: Mr. Fantastic - Brainstorming Phase

NAME = MISTER FANTASTIC
SECRET IDENTITY = REED RICHARDS

SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = SCIENTIST
PERSONALITY = BRILLIANT

SIZE/HEIGHT = MEDIUM 7

LIFE = 5

MOVE = 6
RANGE = 2
ATTACK = 4
DEFENSE = 5

POINTS = 235

FANTASTIC LEADER 4

After revealing an Order Marker on this card and before taking a turn with Mister Fantastic, you may roll the 20-sided die.
• If you roll 1-3, nothing happens;
• If you roll 4-11, you may immediately take a turn with one Adventurer Hero you control;
• If you roll 12-17, you may immediately take a turn with up to two Adventurer Heroes you control; or
• If you roll 18 or higher, you may immediately take a turn with up to three Adventurer Heroes you control.

STRETCH WALK 25
Instead of his normal move, Mister Fantastic may use Stretch Walk. Stretch Walk has a move of 3. When counting spaces for Stretch Walk, ignore elevations. Mister Fantastic may stretch over water without stopping, stretch over figures without becoming engaged and stretch over obstacles. Mister Fantastic may not stretch more than 25 levels up or down with a single stretch. When Mister Fantastic starts to stretch, he will not take any leaving engagement attacks.

RUBBER WRAP
All opponents' small or medium figures that enter or occupy a space adjacent to Mister Fantastic may not move. Figures affected by Rubber Wrap cannot be moved by any special power on any Army Card or glyph.

SUPER STRENGTH

Spoiler Alert!
 
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Re: Mr. Fantastic - Brainstorming Phase

I could see:

Life 4 ( or higher if he has lower defense or no special defense)
Move 5
Range 1
Attack 4
Defense 7 (or lower if he has special defense or more lives)


I definitely think he needs a stretch move power, but I'd like to have it intermingled with an attack. Whereas his normal attack could be 4 and get a boost of 1 after doing a Stretch and Punch power.


Stretch And Punch 25
Instead of his normal move and attack, Mr. Fantastic may use Stretch and Punch 25. Stretch and Punch 25 has a move of 3. When counting spaces for Stretch and Punch 25, ignore elevations. Mr. Fantastic may stretch over water without stopping, stretch over figures without becoming engaged and stretch over obstacles such as ruins. Mr. Fantastic may not stretch more than 25 levels up or down with a single stretch. When Mr. Fantastic starts to Stretch and Punch 25, if he is engaged, he will not take any leaving engagement attacks. After moving with Stretch and Punch 25, Mr. Fantastic may add 1 to his attack this turn. When attacking with Stretch and Punch 25, Mr. Fantastic may add 1 to his range when attacking figures up to 25 levels higher or lower than his base.

I too think he should have some kind of leadership power, but I don't know if a 20% chance of having 800+ points worth of heroes take a turn on the first turn of a round if they win initiative wouldn't be too powerful and difficult to cost.
 
Re: Mr. Fantastic - Brainstorming Phase

Professor X and the Mutants can consistently take 6 turns in a round.
Mr. Fantastic and the Fan Four would take two turns for two of the Order Markers and would have a D20 roll's chance at 2 to 4 turns on the other Order Marker. So, if they rolled well on the D20 that round, they could equal the number of turns the X-Men can take consistently in every turn with Prof. X.
 
Re: Mr. Fantastic - Brainstorming Phase

Professor X and the Mutants can consistently take 6 turns in a round.
Mr. Fantastic and the Fan Four would take two turns for two of the Order Markers and would have a D20 roll's chance at 2 to 4 turns on the other Order Marker. So, if they rolled well on the D20 that round, they could equal the number of turns the X-Men can take consistently in every turn with Prof. X.
I think the thing to keep in mind as to why that works is because it is tied to the need to put all Order Markers on a very expensive and otherwise weak unit, Professor X. I am not sure how well that will compare to Reed, but essential, the Unique Hero turn number per round would be the same as the X-Men. 1 turn for Reed, +3 additional turns for the Adventurers, and then the other 2 turns for Order Markers 2 and 3, that is a total of 6 turns per round if you can even use the power considering that it may be tied to winning initiative.
 
Re: Mr. Fantastic - Brainstorming Phase

Professor X and the Mutants can consistently take 6 turns in a round.
Mr. Fantastic and the Fan Four would take two turns for two of the Order Markers and would have a D20 roll's chance at 2 to 4 turns on the other Order Marker. So, if they rolled well on the D20 that round, they could equal the number of turns the X-Men can take consistently in every turn with Prof. X.
I think the thing to keep in mind as to why that works is because it is tied to the need to put all Order Markers on a very expensive and otherwise weak unit, Professor X. I am not sure how well that will compare to Reed, but essential, the Unique Hero turn number per round would be the same as the X-Men. 1 turn for Reed, +3 additional turns for the Adventurers, and then the other 2 turns for Order Markers 2 and 3, that is a total of 6 turns per round if you can even use the power considering that it may be tied to winning initiative.

I guess the main thing is despite the total number of turns per round by heroes, 4 hero turns in one turn with 1 each turn after would be much more devastating IMO than 2, 2,2. Though, it's contingent on winning initiative and rolling 1-4. So whereas Prof X has a much more consistent advantage, Reed's would be much more devastating and game changing when it did happen. Also, Reed could be much more useful otherwise than Prof X. The more I think about it, the more I think it would be okay for that power, as it would be contingent on other factors/luck and would become less powerful as the game went along and either Reed gets killed or there are fewer and fewer Adventurers left on his team to activate if it does happen.
 
Re: Mr. Fantastic - Brainstorming Phase

I don't have any plans to make the D20 roll go that way.
I think it's more likely it'll be something like:
1-3 Nothing
4-11 A turn with one adventurer
12-17 A turn with two adventurers
18 or higher A turn with three adventurers
This way, it'd only trigger to its fullest 15% of the time, but you could get use out of the power to some degree 85% of the time.
 
Re: Mr. Fantastic - Brainstorming Phase

Those odds are more favorable Bats. I like that.
 
Re: Mr. Fantastic - Brainstorming Phase

Also, as anyone who's read GreyOwl's Customization Compendium knows, it's really an accepted standard to make positive results of a D20 roll based on higher rolls, not lower ones. :) This allows you to take full advantage of potential boosts like the Glyph of Lodin.
No reason that convention couldn't ever be gone against, especially if you want to avoid those boosts, but it is the convention anyway.
 
Re: Mr. Fantastic - Design Phase

First post updated! Comments on the highlighted bits are most appreciated. :)
 
Re: Mr. Fantastic - Design Phase

I think I prefer stretch walk 25. Rubber wrap could just be cyber claw and leave it at that.
 
Re: Mr. Fantastic - Design Phase

Yeah, I think that's the direction I'm leaning in as well. Grr, all the formatting got screwed up from copying things over from the Wave.
 
Re: Mr. Fantastic - Design Phase

Yeah, I think that's the direction I'm leaning in as well. Grr, all the formatting got screwed up from copying things over from the Wave.
Keeping secrets over in Wave are we...? Hmmm...

;)

Stretch Walk > Stretch & Punch SA
Agreed, but why is it only a move of three? Why the reduced distance penalty with it?

BTW, I do not like the comic art pic. Reed should be older...

Reedr.jpg


EDIT---------------------

I was reading up about Reed over on the Marvel Universe Wiki...

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.
The two bolded parts stuck out to me:
  1. Is 25 levels high enough for Stretch Walk?
  2. Ranged Counterstrike anyone?
 
Re: Mr. Fantastic - Design Phase

C3G Plastic Man already has ranged counterstrike, though ... do we want the two to be that alike?
I'm fine with Stretch Walk going higher ... 40? 44? Get those fours back in there?
 
Re: Mr. Fantastic - Design Phase

Stretch Walk could probably have a move of 4 as well. I think we're just trying to avoid letting it feel exactly like flying in gameplay.
 
Re: Mr. Fantastic - Design Phase

C3G Plastic Man already has ranged counterstrike, though ... do we want the two to be that alike?
While on a molecular level they are very different, in terms of theme into game play (not counting Reed's FF team stuff) they both seem fairly alike from where I'm sitting...
 
Re: Mr. Fantastic - Design Phase

Oh, I don't disagree, but I think it might behoove us to try to make them play differently, just so we don't look like a bunch of hacks and all. :p
I think that a cyberclaw like "Rubber Wrap" kind of power might be a better fit here than another ranged counter strike for a stretchy guy. Really, he's capable of doing both, and he's spent plenty of time doing both, so I think it makes sense to lean on one that's not already represented on another C3G card.
 
Re: Mr. Fantastic - Design Phase

Oh, I don't disagree, but I think it might behoove us to try to make them play differently, just so we don't look like a bunch of hacks and all. :p
I think that a cyberclaw like "Rubber Wrap" kind of power might be a better fit here than another ranged counter strike for a stretchy guy. Really, he's capable of doing both, and he's spent plenty of time doing both, so I think it makes sense to lean on one that's not already represented on another C3G card.


He's wrapped up Thing and should be able to tie down opponents. He's also stretched himself to block opponents from passing through areas.

Maybe any sm/med/large opponent's figure passing within 3 spaces of him must roll to end there move say on an 8-14 and on 15-20 they end their move and end their turn by being Wrapped up. :shrug:
 
Re: Mr. Fantastic - Design Phase

I'd rather not unnecessarily attach a d20 to that power. A simple "Improved Cyberclaw clone" would do for me.
 
Re: Mr. Fantastic - Design Phase

I'd rather not unnecessarily attach a d20 to that power. A simple "Improved Cyberclaw clone" would do for me.

Well that could work too.

But does the figure still get to attack if it's wrapped up with it's appendages hindered/restricted? Unlike Cyberclaw, Mr. Fantastic wraps up more than just one arm. Is the opponent able to use both normal and special attacks, or just special attacks?

Does Mr. Fantastic get to still attack while he's got an opponent's figure wrapped up? If so, does he get to attack any adjacent figure or just the one that's wrapped up? Would he be restricted to a constricting type attack only on the wrapped up figure?
 
Re: Mr. Fantastic - Design Phase

All fair points, and I'd like to see a proposed power that addresses those. :up:
 
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