Temporary brief:

Identity: Known

Origin: Supernatural Intelligence  
Origin also includes an accident which scarred him horribly.  He uses his intelligence and resources to carry out various schemes, and exact revenge upon those who wrong him.

Affiliation: Latverian Dictator, ambassador (currently expelled from most countries).

Description and Powers: Armored mastermind Supervillan

 

Character Name: Dr. Doom
Alternate Identities: Dr. Victor Domovitch
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
45 STR 10 35 45 18- HTH Damage 9d6 END [4]
30 DEX 10 60 30 15- OCV 10 DCV 10
45 CON 10 70 45 18-
30 BODY 10 40 30 15-
35 INT 10 25 35 16- PER Roll 16-
30 EGO 10 40 30 15- ECV: 10
60 PRE 10 50 60 21- PRE Attack: 12d6
5 COM 10 -2 5 10-
30 PD 9 21 30 30 PD (30 rPD)
30 ED 9 21 30 30 ED (30 rED)
9 SPD 4.0 50 9 Phases: 2, 3, 4, 6, 7, 8, 10, 11, 12
25 REC 18 14 25
100 END 90 5 100
100 STUN 76 24 100
12" Running 6 12 12"
2" Swimming 2 0 2"
9" Leaping 9 0 9" 465 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 1893
Spent: 1893
Unspent: 0
Base Points: 250
Disad Points: 120
Total Points: 2263
MOVEMENT
Type Total
Run (6) 12" [24" NC]
Swim (2) 2" [4" NC]
H. Leap (9") 9"
V. Leap (5") 4 1/2"
Flight 45" [720" NC]
DEFENSES
Type Amount
PD 30
rPD 30
ED 30
rED 30
Mental Defense 21
Power Defense 16
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels: +4 Overall , +4 with Ranged Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Dr. Doom
Alternate Identities: Dr. Victor Domovitch
Player Name:
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

POWERS
Cost  Power END
150 Primary Weapons Array: Multipower, 150-point reserve
15u
1) Destroyer-Beam (Standard Mode): Energy Blast 30d6 (150 Active Points)
15
15u
2) Destroyer-Beam (Energy Conservation Mode): Energy Blast 20d6, Reduced Endurance (0 END; +1/2) (150 Active Points)
0
15u
3) Destroyer-Beam (AP Mode): Energy Blast 20d6, Armor Piercing (+1/2) (150 Active Points)
15
15u
4) Destroyer-Beam (Explosive Mode): Energy Blast 20d6, Explosion (+1/2) (150 Active Points)
15
15u
5) Destroyer-Beam (Transdimensional Mode): Energy Blast 20d6, Affects Desolidified Any form of Desolidification (+1/2) (150 Active Points)
15
15u
6) Destroyer-Beam (Mercy Mode): Energy Blast 12d6, Attack Versus Limited Defense (Power Defense; +1 1/2) (150 Active Points)
15
15u
7) Destroyer-Beam (Power Mode): Killing Attack - Ranged 10d6 (150 Active Points)
15
15u
8) Tangleweb Projector: Entangle 12d6, 12 DEF, Reduced Endurance (Half END; +1/4) (150 Active Points)
6
112 Technological Arsenal: VPP (Gadget Pool), 90 base + 22 control cost, (135 Active Points); VPP Powers Can Only Be Changed In Destroyer's Laboratory (-1/2); all slots Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2)
0
1) EMP Cannon: Dispel any Electrical Device 24d6, One At A Time (+1/4) (90 Active Points); OIF (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2) Real Cost: 45
9
0
2) Flight Enhancer: Flight 15", Improved Non-combat Movement (x16) (45 Active Points); OIF (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2) Real Cost: 22
4
0
3) Force Barrier Extender: Force Wall (6 PD/6 ED) (+2 " High) (34 Active Points); OIF (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2) Real Cost: 17
3
0
4) Miniaturized Arsenal: Energy Blast 12d6, Variable Special Effects (Any SFX; +1/2) (90 Active Points); OIF (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2) Real Cost: 45
9
0
5) Psionic Feedback Inducer: (Total: 70 Active Cost, 27 Real Cost) Ego Attack 4d6 (40 Active Points); OIF (-1/2), 8 Charges (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2) (Real Cost: 13) plus Drain DEX 2d6, Ranged (+1/2) (30 Active Points); OIF (-1/2), 8 Charges (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2), Linked to Ego Attack (-1/4) (Real Cost: 9) Real Cost: 27
[8]
0
6) Psychic Shield: (Total: 25 Active Cost, 11 Real Cost) Mental Defense (+15 Points) (15 Active Points); OIF (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2) (Real Cost: 7) plus Mental Defense (+10 Points) (10 Active Points); OIF (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2), Linked (-1/4) (Real Cost: 4) Real Cost: 11
0
0
7) Tractor Beam: Telekinesis (60 STR) (90 Active Points); OIF (-1/2), Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2) Real Cost: 45
9
14 Destreum Armor: (Total: 14 Active Cost, 14 Real Cost) Hardened (+1/4) (7 Active Points) applied to PD (Real Cost: 7) plus Hardened (+1/4) (7 Active Points) applied to ED (Real Cost: 7) 0
37 Destreum Armor: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) 0
60 Destreum Armor: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) 0
20 Destreum Armor: Power Defense (16 points), Hardened (+1/4) (20 Active Points) 0
15 Destreum Armor: Lack Of Weakness (-15) for Normal Defense 0
85 Force Barrier Generator: Force Wall (15 PD/15 ED; 5" long and 2" tall) 8
38 Destreum Helmet: (Total: 38 Active Cost, 38 Real Cost) Sight Group Flash Defense (15 points), Hardened (+1/4) (19 Active Points) (Real Cost: 19) plus Hearing Group Flash Defense (15 points), Hardened (+1/4) (19 Active Points) (Real Cost: 19) 0
20 Destreum Helmet: Mental Defense (21 points total), Hardened (+1/4) (20 Active Points) 0
45 Life Support Systems: Life Support (Total) (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and bio-warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
90 Armor Jets: Flight 30", Reduced Endurance (0 END; +1/2) (90 Active Points) 0
5 Visual Sensor Systems: Infrared Perception (Sight Group) 0
5 Visual Sensor Systems: Ultraviolet Perception (Sight Group) 0
15 Sonar System: Active Sonar (Hearing Group) 0
3 Audio Perception System: Ultrasonic Perception (Hearing Group) 0
8 Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight And Hearing Groups As Well As Radio Group [very common Sense] (-1/2) 0
15 Radar System: Radar (Radio Group) 0
10 Sensory Enhancement System: +10 versus Range Modifier for Hearing Group 0
15 Sensory Enhancement System: Increased Arc Of Perception (360-Degree) with Sight Group and Radar 0
32 Armor Computer Systems: (Total: 32 Active Cost, 32 Real Cost) Absolute Range Sense (Real Cost: 3) plus Absolute Time Sense (Real Cost: 3) plus Bump Of Direction (Real Cost: 3) plus Lightning Calculator (Real Cost: 3) plus Universal Translator 16- (Real Cost: 20) 0
914 Total Powers Cost
SKILLS
Cost  Name
40 +4 Overall
20 +4 with Ranged Combat
3 Bureaucratics 21-
3 Combat Piloting 15-
15 Computer Programming (Computer Networks, Personal Computers, Artificial Intelligence, Defense, Mainframes and Supercomputers, Military Computers) 18-
5 Cramming
5 Cramming
5 Cramming
3 Criminology 16-
3 Cryptography 16-
3 Deduction 16-
3 Demolitions 16-
7 Electronics 18-
3 High Society 21-
3 Interrogation 21-
11 Inventor 20-
7 Mechanics 18-
5 Navigation (Air, Land, Marine, Space) 16-
3 Oratory 21-
3 Paramedics 16-
3 Persuasion 21-
31 Power: Gadgeteering 30-
2 PS: Doll making 11-
3 PS: Play Chess 16-
3 PS: Play Piano 15-
3 Security Systems 16-
3 Tactics 16-
8 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Submarines
13 Weapon smith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 18-
3 Linguist
2
1) Language: English (Completely Fluent, w/Accent) (3 Active Points)
2
2) Language: French (Completely Fluent, w/Accent) (3 Active Points)
0
3) Language: German (Idiomatic, native accent; Native)
2
4) Language: Italian (Completely Fluent, w/Accent) (3 Active Points)
2
5) Language: Japanese (Completely Fluent, w/Accent) (3 Active Points)
2
6) Language: Mandarin (Completely Fluent, w/Accent) (3 Active Points)
2
7) Language: Portuguese (Completely Fluent, w/Accent) (3 Active Points)
2
8) Language: Russian (Completely Fluent, w/Accent) (3 Active Points)
2
9) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points)
3 Scholar
2
1) Occult: KS (3 Active Points) 16-
2
2) KS: Art History (3 Active Points) 16-
2
3) KS: Chess (3 Active Points) 16-
2
4) KS: History (3 Active Points) 16-
2
5) KS: Literature (3 Active Points) 16-
2
6) KS: Military History (3 Active Points) 16-
2
7) KS: Music (3 Active Points) 16-
2
8) KS: Superheroes (3 Active Points) 16-
2
9) KS: Superpowers (3 Active Points) 16-
2
10) KS: Supervillains (3 Active Points) 16-
2
11) KS: The Espionage World (3 Active Points) 16-
2
12) KS: The Military/Mercenary/Terrorist World (3 Active Points) 16-
2
13) KS: The Superhuman World (3 Active Points) 16-
2
14) KS: Wine (3 Active Points) 16-
2
15) KS: World Politics (3 Active Points) 16-
3 Scientist
2
1) SS: Anatomy 16- (3 Active Points)
2
2) SS: Anthropology 16- (3 Active Points)
2
3) SS: Archaeology 16- (3 Active Points)
2
4) SS: Astronomy 16- (3 Active Points)
2
5) SS: Bacteriology/Virology 16- (3 Active Points)
2
6) SS: Biochemistry 16- (3 Active Points)
2
7) SS: Biology 16- (3 Active Points)
2
8) SS: Botany 16- (3 Active Points)
2
9) SS: Chemistry 16- (3 Active Points)
2
10) SS: Computer Science 16- (3 Active Points)
2
11) SS: Density Physics 16- (3 Active Points)
2
12) SS: Dimensional Engineering 16- (3 Active Points)
2
13) SS: Electronic Engineering 16- (3 Active Points)
2
14) SS: Force Field Physics 16- (3 Active Points)
7
15) SS: Genetics 21- (8 Active Points)
2
16) SS: Geology 16- (3 Active Points)
2
17) SS: Gravitics 16- (3 Active Points)
2
18) SS: Mathematics 16- (3 Active Points)
2
19) SS: Medicine 16- (3 Active Points)
2
20) SS: Metallurgy 16- (3 Active Points)
2
21) SS: Nuclear Physics 16- (3 Active Points)
2
22) SS: Oceanography 16- (3 Active Points)
2
23) SS: Pharmacology/Toxicology 16- (3 Active Points)
2
24) SS: Physics 16- (3 Active Points)
2
25) SS: Psionic Engineering 16- (3 Active Points)
2
26) SS: Robotics 16- (3 Active Points)
2
27) SS: Size Physics 16- (3 Active Points)
2
28) SS: Sub-Atomic Physics 16- (3 Active Points)
2
29) SS: Zoology 16- (3 Active Points)
3 Traveler
1
1) AK: Central America (2 Active Points) 11-
1
2) AK: South America (2 Active Points) 11-
1
3) AK: The Middle East (2 Active Points) 11-
1
4) AK: The United States (2 Active Points) 11-
1
5) CK: Berlin (2 Active Points) 11-
1
6) CK: Buenos Aires (2 Active Points) 11-
1
7) CK: London (2 Active Points) 11-
1
8) CK: Moscow (2 Active Points) 11-
1
9) CK: Munich (2 Active Points) 11-
1
10) CK: New York City (2 Active Points) 11-
1
11) CK: Tokyo (2 Active Points) 11-
351 Total Skills Cost
PERKS
Cost  Name
310 Bases
100 Contacts: various and sundry throughout the underworld, world governments, and the world scientific community
15 Money: Filthy Rich
85 Follower
6 Reputation: world's most powerful and dangerous supervillain (A small to medium sized group) 8-, +6/+6d6
0 Any other Followers, Vehicles, or Bases he might possibly need
516 Total Perks Cost
TALENTS
Cost  Name
5 Eidetic Memory
3 Perfect Pitch
5 Resistance: 5 points
4 Speed Reading: x10
17 Total Talents Cost

 

Character Name: Dr. Doom
Alternate Identities: Dr. Victor Domovitch
Player Name:
DISADVANTAGES
Cost  Disadvantage
20 Hunted: UNTIL 11- (Frequently), As Powerful, NCI, Capture
20 Hunted: PRIMUS 11- (Frequently), As Powerful, NCI, Capture
25 Psychological Limitation: Utterly Convinced Of His Own Superiority And Destiny To Rule The World Very Common, Total
20 Psychological Limitation: Casual Killer Very Common, Strong
20 Reputation: world's most powerful and dangerous supervillain, Almost Always (14-), Extreme
15 Social Limitation: Public Identity (Dr. Victor Domovitch) Frequently (11-), Major
120 Total Disadvantages Cost
APPEARANCE
Hair Color: Grey
Eye Color: Brown
Height: 1.88 m
Weight: 99.00 kg
Description:
armored body and mask - dark and menacing. His armor hides his scars and protect and maintain his life.
BACKGROUND
Born into a pathetic royal family Victor wanted to better himself and mankind. He was so far removed from the throne that he had freedom to improve himself. He was supernaturally intelligent and eager to learn. Gaining an education in America, Domovitch finally started to achieve the things he wanted. Financial difficulties at home forced him to barter continued higher education for service to the American government. After 9/11 the military was determined to create an elite anti-terrorism team and enlisted the service of Domovitch to help with genetic therapy. Working with fascinating (and rumored to be alien) substances Domovitch found ways to enhance human beings by combining alien genetics and cosmic radiation (he kept the cosmic radiation secret as an ace in the hole) and Team Liberty was born. Not exactly what the military had hoped for the team was transferred to another facility for study and possible use as government sanctioned "superheroes". A failed experiment: dubbed the "Hulk" from the comics, broke free and attacked the facility. During this attack Domovitch was horribly scarred by "Plasma" a fire/plasma producing meta. He blamed the Team Liberty member American Pryde for the incident and after being denied assistance from the US (the program he was working on didn't exist) he decided that the only way he was going to effect a positive change was to control things himself. The next few months saw several unexplained deaths in the royal family. Domovitch had acquired several influential contacts and followers through bribery and technological favors. He has risen to Dictator of his little country and is now set sights on the world.
PERSONALITY
Ever since the meta program started producing "superhumans" the other scientists in the program nicknamed Dr Domovitch "Dr. Doom". At first it was irritating but now he embraces the name and the persona found in the Marvel comics.

Doom wants to rule the world - he has good intentions for it but they fall to the wayside when working toward more pressing goals. He dislikes TL but sees them as a necessity and is proud of their accomplishments.
QUOTE
Your feeble abilities are nothing in the face of DOOM!
POWERS/TACTICS
Genetically enhanced physically and an unnatural intelligence have allowed Doom to create (recreate?) a suit of armor designed from his own creation (destrium) - American Pryde's shield is made from the same material. It is enhanced with weaponry and tools to defend himself from those who do not understand his vision.
CAMPAIGN USE
Campaign antagonist - plot device - hi tech help

Character created with Hero Designer (version 2.40)
Character sheet based on Dr. Destroyer  (CKC add on to Hero Designer 2.40)
Marvel comics references are used as a basis for our Champions role playing game and no association between this campaign and actual publications of Marvel Comics are to be inferred.
Image found on net and not altered.