- Minor Damage Roll Minimum
- Damage die rolls of 1 increase to 2.
d20 +10 to Attack Mind Defense | +18 to Damage | +7 to Healing
- Basic Attack
- This is Doctor Doom's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Doctor Doom's Combat Maneuvers.
- Magic Orb Bursts
- Pew-Pew the magic!
- 2d4 Damage (5) Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +10 to Attack Mind Defense | +18 to Damage | +7 to Healing
- Dimensional Bomb
- Call energy from other dimensions to create a bomb to attack your enemies.
- 3d4 Damage (8) Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- Doombots
- Send in the Doombots to destroy your enemies.
- 2d6 Damage (7) Target: Creatures (2) Range: 3 Spaces Duration: Instant
d20 +10 to Attack Mind Defense | +18 to Damage | +7 to Healing
- Gauntlet Force Blast
- Blast your enemies to knock them back.
- Move Enemy 3 Target: Creatures (3) Range: 2 Spaces Duration: Instant
- Laser Gauntlets
- Laser their heads off!
- 3d4 Damage (8) Target: Creature (1) Range: 2 Spaces Duration: Instant
d20 +10 to Attack Mind | +18 to Damage | +7 to Healing
- Mystic Minus Healing
- Use magic to take away healing!
- Healing -6 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Mystical Weaken
- Use magic to weaken your enemies.
- Hit Points -15 Target: Creature (1) Range: 2 Spaces Duration: Instant
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing (11) Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Very powerful and intelligent
- Through his search for mystic arts, he has become very powerful and knowledgeable about the work around him.
- Arrogance
- Doom's only real weakness has been his arrogance. Doom is incapable of accepting that he himself might be the reason for his failures. This is most keenly reflected in Doom's continued refusal to accept responsibility for the accident that fully scarred his face, instead preferring to blame Reed Richards for sabotaging his experiment.
- Code of Honor
- Von Doom adheres to a strict code of honor at all times. However, Von Doom will keep his exact word, which may or may not be beneficial to the person to whom he has given his promise. For example, Doom may swear that he will not harm an individual, but that only means he will not personally harm that person; it does not mean he will prevent others from harming that person.
Doctor Doom's Equipped Items
Doctor Doom's Unequipped Items
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Magic Orb Bursts
- Pew-Pew the magic!
- 2d4 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 1d4 Damage Target: Creature (1) Range: 2 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -1 Target: Creature (1) Range: 4 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -1 Target: Creature (1) Range: 4 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 2 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -1 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +1 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Maneuver Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Dimensional Bomb
- Call energy from other dimensions to create a bomb to attack your enemies.
- 3d4 Damage Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- Doombots
- Send in the Doombots to destroy your enemies.
- 2d6 Damage Target: Creatures (2) Range: 3 Spaces Duration: Instant
- Gauntlet Force Blast
- Blast your enemies to knock them back.
- Move Enemy 3 Target: Creatures (3) Range: 2 Spaces Duration: Instant
- Laser Gauntlets
- Laser their heads off!
- 3d4 Damage Target: Creature (1) Range: 2 Spaces Duration: Instant
- Mystic Minus Healing
- Use magic to take away healing!
- Healing -6 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Mystical Weaken
- Use magic to weaken your enemies.
- Hit Points -15 Target: Creature (1) Range: 2 Spaces Duration: Instant
- Minor Damage Increase
- 'Add 2 Damage to all offensive Powers that Damage Hit Points.
- Minor Attack Accuracy
- 'Add 1 to all attacks.
- Minor Damage Roll Minimum
- 'Damage die rolls of 1 increase to 2.
Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Atomic RPG System character additions should be able to be made elsewhere.
This is where players should store notes and infomation regarding the character and campaign they are playing.
- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
- Write detailed notes of quests.
Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.
You must be at least a Atomic RPG Epic Hero to use the Character Journal. Upgrade your account to use Character Journals. Subscribe to the Atomic RPG