Tuesday, April 23, 2024

T is for the Thinker

There are two incarnations of the Thinker that have connections to the Suicide Squad.

In the comics, Cliff Carmichael is the second villain to take the moniker of the Thinker. He was originally a Firestorm villain. Well technically he started as a rival and bully of Ronnie Raymond (one half of Firestorm). He was eventually committed to a mental institution after accidentally paralyzing his cousin. For unknown reasons scientists experimented on him with the original Thinker's cap, turning him into the second Thinker. This cap is a powerful device and even corrupts the noble Rick Flag on one mission.  This is the version that has served on the Suicide Squad a few times. He was seemingly killed on a few missions. He eventually returned as a cyborg, before being killed again.

The Thinker of the The Suicide Squad is quite different. He's a degenerate Scottish scientist, played by the amazing Peter Capaldi. He works in Corto Maltese, where he continues the Nazi science experiments at Jötunheim and tries to weaponize Starro the Conqueror. 

Going to give stats for the DCEU Thinker and comics' Thinker's Cap.

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Code Name: The Thinker 
Real Name: Gaius Grieves
Team Affiliations: American Government, Corto Maltese Government

Medium Humanoid, Neutral Evil 

Armor Class: 11 (Dex)
Hit Points: 52 (8d8)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 10 (+1) Dex 12 (+1) Con 12 (+1) Int 24 (+7) Wis 18 (+4) Cha 14 (+2)

Saving Throws: Int +9, Wis +6
Skills: Advanced Tech +9, History +9,  Medicine +9, Insight +6, Nature +9, Parapsychology +9
Senses: passive Perception 14
Languages: English, Spanish

Trait
Absolute Degenerate: Gaius is a true pervert and cannot be shocked or disgusted by any form of sexual deviancy. 
Brain Enhancers: The electrical diodes and antennas in his head are connected to his brain and enhance his intelligent. If they are suppressed or turned off (such as when affected by an EMP), his intelligence decreases to 18. 
Cunning Action: On each of his turns, Thinker can use a bonus action to take the Dash, Engage, or Hide 

Actions
Unarmed: Melee Weapon Attack. +3  to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

The following item uses the advanced tech/magic item rules from Carbide City #2.

Thinker's Cap
Wondrous Item, legendary 

The Thinker's Cap increases the intelligence of anyone wearing it to 24. It grants the wielder the ability to cast several charm and telekinetic spells (though these abilities are not considered magical in nature). The Thinker's cap has 8 charges. It regains 1d6+1 charges daily at dawn. If the last charge is expended the Cap automatically gains temporary control over the wearer.  While 

Spells: You can use an action to expend 1 or more of the Cap's charges to cast one of the following spells/abilities from it, using a spell DC save of 17: charm person (1 charge), comprehend languages (1 charge), dominate person (5 charges), fear (3 charges),  hold monster (5 charges), hold person (2 charges), magic missile (1-5 charges), mind blast [see below] (4 charges),  or telekinesis (5 charges)

Mind Blast: The Thinker's Cap emits psychic energy in a 60 foot cone. Each creature in the area must succeed a DC 17 Intelligence saving throw or take 25 (4d8+7) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

The Cap is sentient. It has the following stats: Int 24, Wis 18, and Cha 14. It is Lawful Evil and communicates telepathically with is wearer. It has the same senses of the creature wearing it. It seeks to continue the aims of the Thinker and will do anything to accomplish these goals.

1 comment:

  1. I think my last wish would be something better than killing the Weasel.

    ReplyDelete