The Book of Doctor Doom (Sorcerer)
The Book of Doctor Doom (Sorcerer) C3G MARVEL SUPER SECRET EXCLUSIVE 52 DO YOU BELIEVE IN MAGIC? http://heroscapers.com/c3g/released/...omII_comic.png Comic PDF http://heroscapers.com/c3g/released/...oomII_mini.png Mini PDF The figure used for this unit is a Heroclix figure from the Secret Invasion set. Its model number and name are #040 / DOOM. _________________________________________________________________ Character Bio - After years of failing to best Reed Richards by means of science, Doctor Doom struck a bargain with a trio of demons known as the Hazareth Three and sacrificed the one woman who loved him in exchange for increased mystical abilities. Taking advantage of Reed's difficulty understanding magic, Doom tormented the Fantastic Four and even went so far as trapping Reed's son, Franklin, in Hell. Doom finally lost the upper hand when Reed tricked him into angering the Hazareth Three, who stripped Doom of the powers they had granted him and kept him prisoner in Hell. _________________________________________________________________ -Rulings and Clarifications-
-Combinations and Synergies- Incoming Synergy:
-Immunities, Benefits, and Weaknesses- Immunities:
-Strategy, Tactics and Tips-
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Re: The Book of Doctor Doom (II) (Design Phase)
NAME = DOCTOR DOOM
SECRET IDENTITY = VICTOR VON DOOM SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = SORCERER PERSONALITY = CRUEL SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 5 ATTACK = 4 DEFENSE = 4 POINTS = 345 INVOKED DEMONS Start the game with a black Invocation Marker on this card. At the end of each round, you may place an Invocation Marker on this card, to maximum of 3 Invocation Markers. Add 1 to Doctor Doom's Attack and Defense numbers for each Invocation Marker on this card. When rolling the 20-sided die for any special power on this card, the roll cannot be modified by any glyph or any figure's special power unless that figure is a Demon. MYSTIC DOMINATION After taking a turn with Doctor Doom, you must roll the 20-sided die. If you roll X or lower, where X is the number of Invocation Markers on this card, all special powers on this card are negated for the rest of the game. If you roll 15 or higher and you revealed an Order Marker on this card at the start of your turn, you may choose a Unique Hero within 4 clear sight spaces of Doctor Doom. Take temporary control of that figure and take an immediate turn with that figure. At the end of that turn, control of the chosen figure returns to the player who controlled the figure before the Mystic Domination. MAGICAL DEFENSE When Doctor Doom is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Doctor Doom can take from this attack is one. SUPER STRENGTH FLYING Old versions:
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Re: The Book of Doctor Doom (II) (Design Phase)
Comic:
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Figure:
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Background: Looking for something fiery maybe, for the demonic ties. Or some kind of mystical energy feel would work too. |
Re: The Book of Doctor Doom (II) (Design Phase)
Main changes I'm considering right now are numbers tweaks. I was thinking it might be a good idea to cap him at 2 markers and raise his attack/defense by 1. Not sure where I want to put the roll for success on Mystical Mind Exchange, either. (Which I might rename to something more streamlined, like Mind Transference)
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Re: The Book of Doctor Doom (II) (Design Phase)
Yeah, number tweaks are pretty much all this needs in my opinion, and that'll just take testing.
I was also going to suggest a name change, but something pushing the magicalness - "Mystic Domination" or something like that. This is going to be the only "magic Doom" for the foreseeable future, and I think we should push that angle as much as possible. |
Re: The Book of Doctor Doom (II) (Design Phase)
Fair enough. I am hoping to keep the card feeling essentially Doom-y enough that if you've never read Unthinkable and just want a magic-slinging Doom, this'll scratch that itch.
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Re: The Book of Doctor Doom (II) (Design Phase)
Oh, one other thing did occur to me, which was that Magical Defense plus Doombots could make him a real pain to take down. Plus you could throw Wong in there. May end up lowering his life even though Doom I has 6 Life.
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Re: The Book of Doctor Doom (II) (Design Phase)
That was my immediate first thought was drop Life by 1.
I think you can test it as is and see how he plays. He is going to slide through just ahead of spells so that is not a worry though he will be a powerful addition to the spell caster faction. On the markers, you are getting the first immediately so he is essentially already 5/5. Opponents are going to want to soften him up quickly but he can make that difficult. I like it. With Doombots and Spells you can build a rather sizeable army of just Doom. That will be fun. |
Re: The Book of Doctor Doom (II) (Design Phase)
Yeah, Magical Defense + his stats + Doombots will make him super tough; not sure what we can do about that though. Probably see how it goes in testing first.
Still not entirely sold on Mystical Mind Exchange, it feels a bit overused to me, but I do agree that it feels very Doom-y. Overall, I like the direction. :up: |
Re: The Book of Doctor Doom (II) (Design Phase)
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Don't think he has any potential balance issues with any of the spells, or at least nothing that's unique to him and not currently an issue being worked out with the spells in general. So he should be good on that front. Quote:
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Re: The Book of Doctor Doom (II) (Design Phase)
Dropping his life is a good idea, Enchantress ended up having to drop down from 7 to 5 because it was just too hard to kill her. I'd go with just two markers and a base 5/5, but then double the effect the markers have on his roll such that 2 markers = -4 to the d20 roll that might cost him everything. Then it is a little more risky to use the markers but if he does lose his powers he is still a 5/5 figure with Doombots.
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Re: The Book of Doctor Doom (II) (Design Phase)
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I think those changes should still give him a fun risk/reward dynamic while keeping him from being too swingy. |
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