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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.

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  #1  
Old May 28th, 2010, 06:06 AM
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The C3G Book of Doctor Doom

The Book of Doctor Doom

C3G MARVEL FANTASTIC FOUR MASTER SET
FANTASTIC FORCES UNITE!



Comic PDF


Mini PDF

The figure used for this unit is a Heroclix figure from the Classics set.
Its model number and name are 1-09 / Dr. Doom.

The figure used for this unit is a Heroclix figure from the Secret Invasion set.
Its model number and name are 105 / Dr. Doom.
Its model number and name are 115 / Victor Von Doom.
_________________________________________________________________

Character Bio - As a college student, Victor Von Doom was roommates with Fantastic Four's leader Reed Richards. The two were exceptionally gifted, but Victor became reckless in his attempts to use science to communicate with his dead mother. Disregarding Reed's warnings, one of Victor's attempts failed and resulted in him scarring his own face. Enraged by his appearance not being "perfect", the narcissist student blamed Reed, fashioned a metal mask and swore vengeance on Reed, giving birth to the infamous Doctor Doom. Endowed with his Gypsy mother's knowledge of the mystic arts, and fueled by his own bitter hatred for all who dare to oppose his right to rule the Earth, Doctor Doom has used his keen intellect, scientific research, and political knowledge to become the powerful ruler of Latveria. Overthrowing the ruler of his native country, Doctor Doom created his own government, with himself as its all-powerful monarch, which provides him with diplomatic immunity. But that doesn't stop him from waging war against the nations of the world, though he is usually met and challenged by the ever vigilant Fantastic Four.
_________________________________________________________________

-Rulings and Clarifications-
  • If a special power's text references "the start of the game," then even if Doctor Doom uses Mystic Power Drain to steal that power, he cannot use those "start of the game" effects. Example: Green Power Battery.
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
________________________________________________________________

-Immunities, Benefits, and Weaknesses-

Immunities:Benefits:Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips-
  • As a figure with the Mental Shield special power, Doctor Doom is immune to a number of abilities, including Gorilla Grodd's Psychokinetic Defense, Professor X's Telepathic Blast Special Attack and Psychic Defense X, and Puppet Master's Reactive Mind Control.
-Heroscapers Community Contributions-Card Updates:
26 May 2022 - Updated Mystic Power Drain to not auto destroy DOs.

Last edited by tcglkn; May 26th, 2022 at 08:02 PM.
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  #2  
Old May 28th, 2010, 06:15 AM
Griffin Griffin is offline
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Re: Doctor Doom - Brainstorming Phase

NAME = DOCTOR DOOM
SECRET IDENTITY = VICTOR VON DOOM

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = RULER
PERSONALITY = EGOMANIACAL

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 5
RANGE = 5
ATTACK = 5
DEFENSE = 6

POINTS = 375

MYSTIC POWER DRAIN 14

After taking a turn with Doctor Doom, you may choose an adjacent enemy figure. Roll the 20-sided die. If you roll 14 or higher and the chosen figure is a Unique Hero or Event Hero, take one additional turn with Doctor Doom. During this turn and for the rest of the round, Doctor Doom may use any special powers on the chosen figure's Army Card, and cannot use this special power. If you roll 14 or higher and the chosen figure is not a Unique Hero or Event Hero, inflict a wound on the chosen figure and remove a wound from this card.

ELABORATE PIT TRAP 14
When an opponent's figure that moved 1 or more spaces ends its movement within 4 clear sight spaces of Doctor Doom, you may immediately roll the 20-sided die. If you roll 14 or higher, place that figure on any empty space within 4 spaces of Doctor Doom, and your opponent's turn immediately ends. If you place the figure adjacent to Doctor Doom, the figure receives a wound. Figures moved by Elaborate Pit Trap 14 will not take any leaving engagement attacks.

MENTAL SHIELD
An opponent may never take temporary or permanent control of Doctor Doom.

SUPER STRENGTH

FLYING

Last edited by IAmBatman; May 23rd, 2022 at 01:02 PM. Reason: text trimming
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  #3  
Old May 28th, 2010, 08:12 AM
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Re: Doctor Doom - Brainstorming Phase

Oh, another idea I was tossing around for Doom was a Pit Trap power that somehow trapped enemies.

PIT TRAP 17
After an opponent's figure moves within 4 clear sight spaces of Doctor Doom, you may immediately roll the 20-sided die. If you roll a 17 or higher, you may place that figure within 4 spaces of Doctor Doom, and your opponent's turn immediately ends.
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  #4  
Old May 28th, 2010, 12:13 PM
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Re: Doctor Doom - Brainstorming Phase

Pit Trap is fun (he's always trying to trap the Fan Four), even though I think the wording needs a bit of fleshing out on the placement of figures in those 4 spaces just for clarity.
I wouldn't mind seeing something to represent his strategy or his invention abilities.
Frankly, Mind-Exchange is a space suck and it's been done on him. I'd rather we dropped that completely and came out with a 100% new Dr. Doom.
Different areas to possibly riff on for powers:

- He has a device that allows him to give others superpowers, or to transfer superpowers.
- He's stolen powers from other super beings in the past and duplicated them (Silver Surfer and Beyonder are two good examples). Maybe a replication device of some sort?
- Energy Projection (this is probably best left in his stats)
- Creating protective energy shields
- He can summon hordes of demonic creatures (this seems to have power potential)
- He has amazing willpower that allows him to resist mind control
- Some sort of engagement strike, perhaps, based on the lethal electric shock his suit generates whenever people come into contact with it
- His diplomatic immunity might make for a fun power (but probably better represented in a scenario)

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #5  
Old May 28th, 2010, 01:11 PM
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Re: Doctor Doom - Brainstorming Phase

Like the Doombots and the Pit Trap.

Doom has given normal people superhuman powers in the past (like Titania and Volcana) and I like where you going with that Bats. Perhaps he can give a friendly hero Flying and SS that don't already have it and boost their base stats by 1. Could only be done once per game. It should have some sort of limitation to keep from boosting Wolverine through the roof though by giving him other super powers. Truthfully though, Loki could have something like this power too, as he has bestowed powers before. Heck, he gave Absorbing Man and Wrecking Crew their powers.

Perhaps the Engagement Strike shock can be worked into the Pit Trap to save using an extra power. That way it can work like a trap where someone can take a wound or like he's holding them frozen with his electrical powers.

I agree that Diplomatic Immunity would be best served as scenario specific to save space on card.

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Last edited by Hahma; May 28th, 2010 at 01:47 PM.
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  #6  
Old May 28th, 2010, 04:43 PM
Griffin Griffin is offline
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Re: Doctor Doom - Brainstorming Phase

Instead of Mind Exchanging, he could take an extra turn and use an enemy's own special powers.... I like it a lot. Also, I think the idea of the Engagement Strike coupled with the Pit Trap is cool. Good stuff fellas.
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  #7  
Old May 30th, 2010, 12:52 PM
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Re: Doctor Doom - Brainstorming Phase

MYSTIC POWER TRANSFER
After taking a turn with Doctor Doom, you may roll the 20-sided die. If you roll a 15 or higher, you may take one additional turn with Doctor Doom. When taking an additional turn with Doctor Doom, before moving, you may choose one Unique Hero within 3 clear sight spaces of Doctor Doom. For the rest of the turn, you may use any special power on the chosen figure's army card.

So this is sorta what we were talking about surrounding Bat's suggestion. I think this has some serious power issues. For example, Deadly Shot stolen from Zetacron would be absolutely ridiculous combined with Doctor Doom's attack of 4 or 5. As much as I like the theme of the power, I don't think there is a way to make it work mechanically and still be balanced in terms of power.
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  #8  
Old May 30th, 2010, 03:01 PM
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Re: Doctor Doom - Brainstorming Phase

Upping the roll to 17 might help.
I'm not sure how it would work (or if it could) in terms of gameplay, but doesn't Doom just as often swap around the powers of others, like give Mr. Fantastic the powers of The Thing and vice versa?

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #9  
Old May 30th, 2010, 03:20 PM
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Re: Doctor Doom - Brainstorming Phase

Pit Trap definitely needs help. As is, if an opponent moves a squad figure too close, the whole squad is without a turn because one guy fell down a hole.


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  #10  
Old May 30th, 2010, 03:21 PM
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Re: Doctor Doom - Brainstorming Phase

Unique Hero only, maybe?

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #11  
Old June 8th, 2010, 08:40 PM
Griffin Griffin is offline
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Re: Doctor Doom - Brainstorming Phase

OK, first page updated with a draft of collaborated ideas. I really think that this Doom will kick some major booty.
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  #12  
Old June 8th, 2010, 08:59 PM
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Re: Doctor Doom - Brainstorming Phase

Quote:
Originally Posted by NecroBlade View Post
Pit Trap definitely needs help. As is, if an opponent moves a squad figure too close, the whole squad is without a turn because one guy fell down a hole.
On the roll of 17 or higher, it is not going to happen very often, and when it does, hopefully it will help balance out the problem of attrition where squads end up dominating Heroes. The theme is not just a pit fall, but a masterminded counter with traps that disorient the opponent. I don't see a problem with it at all.
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