TSR6906.Lands .Of .DR .Doom .Box .Set-Machines - of .Doom
TSR6906.Lands .Of .DR .Doom .Box .Set-Machines - of .Doom
Anthony Herring
Chapter 1: Inventing and Modifying Hardware
A vast array of technological wonders are presented in the way up to the infinite Beyond. Tech rank is equal to the
pages of this book. Because most of these items lie within highest applicable rank number of the device, taking into
the steely grip of their creator—Victor Von Doom—player account certain modifiers. Applicable ranks are those
character heroes have a limited number of options if they ranks that define the performance of the object:
want one of these inventions for their very own: They can
try to "acquire" it from Doctor Doom—good luck!—or they • Vehicles: Applicable ranks are Control, Speed, and Body
can try to reproduce it themselves. This chapter presents (the overall material strength of the vehicle).
rules for inventing high-tech gadgets and modifying • Weapons: Applicable ranks are damage, range, and
existing ones. material strength.
It is important to note that high-tech characters are not • Power Suits: This classification includes all items that
affected by the following rules. These characters and their enhance a character's abilities. Applicable ranks are the
special gear can and should still be created according to modified abilities (Example: Good (10) to Amazing (50)
the guidelines provided in the current MARVEL SUPER Strength) and the material strength (or the equivalent
HEROES Basic Set. Body Armor) of the suit.
• Robots: This includes androids, cyborgs, and all other
Tech Rank types of artificial beings but not clones. Applicable ranks
are the ranks of the being's listed abilities (Fighting,
The most important information required for building or Agility, etc.) and any powers.
modifying an item is its Tech rank, which measures how • Miscellaneous: With any other technological item that
complex and powerful the invention is. Every device in this doesn't apply to the above classifications, its applicable
book has a Tech rank listed in its description. Like powers ranks are its overall material strength and any power
and abilities, Tech rank ranges from Shift 0 all the ranks involved.
Machines which duplicate abilities not readily available in Once the object's final, modified Tech rank has been
our real world always have an applicable rank of established, it's time to get down to the basics of creating
Monstrous (75) added to everything else. If the heroes the device. The following four factors are directly related to
want to build a Good (10) rank time machine, a Monstrous a device's Tech rank:
(75) applicable rank is added since we do not have time
machines in our society. A vehicle that flies with jet • The Resources required to build the item;
engines would not suffer this penalty, but one that flies due • The amount of time that must be spent building it;
to antigravity devices would. • Whether or not the item actually works after design and
A device's applicable ranks that are realistically construction; and
producible by 1990's technology have a Tech rank limit of • Whether or not a character can use another character's
Monstrous (75). For example, a conventional military jet invention.
has a Speed of Shift X(150), but since jet aircraft are
common in our society, the rank is considered to be The Resource FEAT
Monstrous (75) for determining the planes overall Tech
rank. The jet still has a Speed of Shift X (150); it is only Before work begins on inventing new technologies, the
counted as Monstrous (75) for calculating Tech rank.
character must succeed at a Resource FEAT against the
When the highest applicable rank has been determined, Intensity of the item's Tech rank. If the object has a Tech
apply the following modifiers to that rank to find the rank of Incredible (40), for instance, the character must
invention's Tech rank:
succeed at an Incredible (40) Intensity Resource FEAT.
This FEAT represents buying all of the various high-tech
• +2CS for every applicable rank equal to the highest components needed to piece the invention together.
applicable rank. For example, a battle suit with two If the Tech rank is more than one rank higher than the
Remarkable (30) powers would have a Tech rank of character's Resource rank, it is an impossible FEAT for
Amazing (50): Remarkable (30) +2 Column Shifts. that character—he or she simply doesn't have the funds
• +1CS for every applicable rank that is one rank lower available. However, the FEAT can still be accomplished
than the highest applicable rank. with outside help. Two characters can chip in to buy the
• +0CS for all ranks two or more ranks lower than the materials. To do so, the Resource ranks of the characters
highest applicable rank. involved must be within one rank of each other. If so, the
• +2CS if the item is easily concealable and cannot higher rank is increased by +1CS.
normally be seen (Example: an ionic blade, a weapon Additionally, a character with insufficient funds, but with
hidden inside Doc Doom's armor). contacts in an organization, could persuade an outside
• +1CS if the machine is portable. corporation or benefactor to fund the project. Remember
• +1CS if the invention is pocket-sized or smaller. that contacts may have their own restrictions or
• +1CS if it occupies more than one area; compartmented requirements to any such agreement: "Well, now that
vehicles are considered to occupy as many areas as you've completed your nuclear-powered battle suit, Joe
they have compartments. Hero," says the smiling CEO of Tech-Star from behind a
• +1CS if the object is a robot designed to imitate a desk the size of Kansas, "we have a little job for you in
specific individual (such as a Doombot). Latveria. Surely you can help us after all the money we put
• -1CS if the item is a humanoid robot. in to your armor...."
• -1CS if the item is a hand-held melee weapon which If the Resource FEAT is failed, the character may make
must touch the target to inflict damage, like a sword. another attempt in one week (assuming it was not an
impossible FEAT to begin with). It is rationalized that the
inventor can actually afford to design and build the device,
but does not have the money at hand.
Special Requirements • A special material or alloy is needed. For example, a
noiseless engine might require vibranium, or a device of
Most powerful inventions need a certain component, Unearthly (100) material strength may require some
substance, or ability to power them, called a special adamantium or uru metal.
requirement. These components are totally in the province • A specific component must be found for the device to
of the Judge, who should use them as a means to prevent function. For an electronic invention, a unique circuit
heroes from building every type of gadget imaginable. For board or computer chip may have to be acquired or
instance, if the characters can't come up with some developed independently at a Tech rank of -1CS from
antimatter, they won't be able to build a replica of Doom's the original invention's Tech rank.
antimatter extrapolator. • Someone knowledgeable in the field must be consulted.
Special requirements also serve to place characters in Michael Morbius, Bruce Banner, and Doctor Octopus are
adventure situations. An entire scenario could be designed all masters in the field of radiation, while Henry Pym and
around the hunt for a special item needed to restore power Bill Foster are two of the few consultants available on
to a dying hero's life-saving environmental battle suit. For size control. Doctor Doom is a master in robotics, as well
an example in the MARVEL UNIVERSE, the Fantastic as just about every other field, including magic.
Four traveled to the Negative Zone to get the Cosmic Arranging a meeting with such experts is the hero's
Control Rod to aid in the birth of Reed's son, Franklin problem, and could certainly be the beginning of a
Richards. memorable adventure.
Special requirements also justify why villains commit • A unique process is needed to fire the reaction to
crimes in order to finish their nefarious devices. In a recent complete the project. Some standard favorites are
adventure against Spider-Man, villains stole a priceless exposure to cosmic or gamma radiation, solar flares,
Latverian gem from a museum to further their ambitions. zero gravity, and even sorcery. Tell the players what is
"This machine will call the holy Swarm back to Earth, to required ("All you need to fully power your VTOL chariot
purify the planet of all but our kind!" gloated Master is a charge of Unearthly Intensity lightning."), but let
Andrew, leader of the Arcane Order of the Night, as he them figure out how to acquire it.
gently placed the powerful Dragon's Egg into a strange • A working model of the device must be found and
contraption aimed at the stars. "And tonight, at last, we studied. This can be required when trying to duplicate
have the occult engine with which to power the machine!" another's invention or a hero's powers. The cost of
In deciding whether or not a special requirement is instruments to analyze the model may also be added,
needed, consider the function of the invention. If it further increasing the difficulty in creating an item.
duplicates a power that is not available in "real life" (such
as time travel), a special requirement is always mandatory.
Similarly, if the object has powers of Incredible (40) rank or
higher, a special requirement should be called for, though
items should rarely exceed three requirements. The Judge
always has final say as to the number of special
requirements (if any) needed, but he or she may be
especially lenient in cases where speed is of the essence
(as with kit-bashing).
When the Judge decides a special requirement is
necessary, players should work with the Judge to create
something that ties in with the device in question.
Examples include:
Construction Time blueprints or working model.
• -1CS if time was shortened by rushing the project.
The Tech rank number determines the number of days • -1CS for each special requirement needed (maximum of
required to finish the project. For example, a flying rocket- -3CS).
powered skateboard with an Incredible (40) Tech rank
takes 40 days to complete. This figure assumes normal Using his modified Reason, the inventor attempts a
working conditions: one man working alone with regular Reason FEAT against the Intensity of the item's Tech rank.
breaks for eating, sleeping, and other necessities. The If the Tech rank is Amazing (50), for example, an Amazing
following situations may reduce the construction time: (50) Intensity Reason FEAT is called for. Karma may be
added before the die roll, but in this case (and this case
• If the inventor (the character making the Reason FEAT) only!), the amount of Karma must be stated before the roll
has a lab assistant, the time is halved. is made.
• If the assistant has a Reason within one rank of the This is an impossible FEAT if the Tech rank is more than
inventor's, the time is quartered, rather than halved as one rank higher than the inventor's modified Reason. After
described above. all of his effort, time, and money, the inventor still cannot
• If the inventor works non-stop with only short breaks for fathom the intricacies of this machine. Back to the drawing
food and rest, time is again halved. board!
• If the inventor has blueprints for the invention or a Even if the Tech rank is more than two ranks lower than
working model of a similar invention built by someone the character's Reason, this is never an automatic FEAT.
else, time is again halved. Everybody makes mistakes, even such brilliant scientists
• If the inventor has hired or persuaded a non-player as Mister Fantastic and Doctor Doom.
character to do the work based on the inventor's If the Reason FEAT is failed, the device does not work
requests or designs, the maximum amount of time is and the inventor realizes he has missed a vital
always used. A character may only work on one component—one special requirement is added. The
invention at a time, but he may have several projects character must start again, but no Resource FEAT is
being developed by others. required (except possibly to get the new special
requirement). Construction time is the same as before, and
a Reason FEAT must again be attempted.
The Reason FEAT If the Reason FEAT is successful, the device works
exactly as planned. Eureka!
After succeeding at the Resource FEAT and spending the
required amount of time completing the project, the
inventor attempts a Reason FEAT roll to determine if all of Kit-Bashing
his effort has paid off. The following modifiers are applied
to the character's Reason: Sometimes it is crucial for a hero to come up with a device
right away if not sooner. The solution is to start kit-
• +1CS for an assistant with Reason no less than one bashing—using what gadgets are immediately at hand to
rank lower than the inventor's (maximum of +1CS). build something that will save the day. In the Marvel
Universe, Reed Richards is the unparalleled champion at
• +1CS for each applicable talent (electronics, robotics,
kit-bashing items to rescue the planet from peril.
etc.; maximum of +3CS total).
Kit-bashing proceeds much like normal inventing, but no
• +1CS if the device existed previously (the inventor's
Resource FEAT is necessary, and construction takes far
failed experiments, research on individual components,
less time at the expense of Karma. Every 10 points of
or salvaged parts from another device).
Karma spent reduce one day of normal work to one
• +2CS if the inventor has another character's
round. For example, if a machine has a Tech rank of (30), he must first modify it to Excellent (20), then make a
Amazing (50), it takes 50 days to build under normal second modification to Remarkable (30).
circumstances. By spending 500 Karma points, the Modifications that give abilities or powers which the
construction time is reduced to 50 rounds. device did not already possess (such as Flight for a battle
Kit-bashing may also be used to rush a project to suit) have a Tech rank equal to the power rank of the
completion. Your character is on the fifth day of work on a added feature. Remember that powers not reproducible by
robot-neutralizer device which requires 10 days of modern technology have a minimum Tech rank of
construction time, but Doctor Doom's robot army suddenly Monstrous (75).
attacks! The project can be completed in five turns by kit- The Resource FEAT, construction time, and Reason
bashing. However, if any part of the device is kit-bashed, FEAT of a modification are all handled exactly as for any
the entire machine is considered to have been kit-bashed. standard invention. Failure during modification stages may
The inventor must still succeed at a Reason FEAT as damage the original device as well, with individual results
described previously. If the roll is failed, the device does determined by the Judge. Modifications can be kit-bashed.
not function. Another attempt may be made, but the
construction time is the same, and Karma must be spent Damage
again. Unlike standard hardware creation, a new special
requirement is not added with a failure at kit-bashing. All devices have a material strength rank, which provides
If the Reason FEAT is passed, the device operates as them the equivalent of Body Armor. For a vehicle, material
planned for 1-10 rounds before becoming useless. strength equals its Body attribute. When any device suffers
Depending upon the gadget, it might explode, fuse solid, damage greater than its material strength, it immediately
or simply fall to pieces. If the inventor can salvage the ceases to function; robots are an exception, as noted
remains, he receives a +1CS bonus on future Reason below. If it is a vehicle and is moving, it crashes. If the
FEAT rolls to duplicate the item. amount of damage inflicted is two times the item's material
Karma for kit-bashed devices can be taken from any strength or greater, it is utterly destroyed, damaged
source available to the inventor: his own fund; Karma beyond repair, kaput.
pools he belongs to; Karma that has been set aside for If the amount of damage caused is less than twice the
advancement; and Karma contributed by assistants. device's material strength, it is damaged and does not
work, but the item may still be repaired. Subtract its
Modifying Hardware material strength from the damage done, and reduce its
material strength by the remainder. For example, if a
Sometimes heroes don't want to build an entirely new machine with Remarkable (30) material strength suffers an
device, but simply want to modify an existing one. Incredible (40) attack, it ceases to function and now has a
Modification is often less expensive than a full-scale material strength of Excellent (20): 40-30 = 10; 30-10 = 20.
project, and can be used to smooth out the edges of A device that has not been totally obliterated may suffer
inventions or improve them slowly. damage in addition to a loss of material strength. Roll a
Only one modification can be made to a device at one FEAT against the item's lowered material strength:
time. Adding blaster weapons and a turbo-jet to your
motorcycle is actually two separate modifications; one • White: All of the device's applicable ranks are reduced
must be done before the other. by -2CS (except material strength, which has already
Modifications that alter abilities have a Tech rank equal to been lowered).
the new ability rank. Each ability may only be added one • Green: All of the item's applicable ranks are reduced by -
rank at a time. If a hero wants to increase the Body Armor 1CS (excluding material strength).
rank of a battle suit from Good (10) to Remarkable
• Yellow: One of the machine's applicable ranks is ranks. If the Tech rank of the repair center is at least two
reduced by -1CS (choose at random; excluding material ranks greater than the Tech rank of the device, full repairs
strength). are possible (assuming the controller successfully makes
• Red: None of the invention's applicable ranks is reduced his Reason FEATs). Otherwise, a repair center can restore
(except material strength, of course). one rank at a time. A Green Reason FEAT is attempted for
each rank, using the Reason of the repair person or the
If any of the device's applicable ranks are reduced to Tech rank of the center, whichever is less. Karma may be
Shift 0, it is damaged beyond hope and cannot be added to the roll of a PC or NPC repair person, not a
repaired. The pieces may be salvaged for use in new repair center. The Reason FEAT is the same as for
inventions along similar lines. modifications, and must be attempted for each repaired
rank. Time is measured in hours rather than days.
Damage to Robots Repairs in the field may be made with a successful
Reason FEAT against the Intensity of the original
Unlike other devices, robots and their kin (androids, applicable rank. If a vehicle's Excellent (20) Speed has
cyborgs, synthezoids, etc.) have Health points and suffer been reduced to Good (10), a character can make a
damage just like other characters. Player character robots temporary repair by succeeding at an Excellent (20)
and artificial beings (and some non-player character Intensity Reason FEAT roll. Repair time equals one turn
robots, as determined by the Judge) are assumed to have per applicable rank number. The vehicle's Speed in the
self-repairing circuitry and other regenerative systems that above example would take 20 turns to fix. Only one rank
allow them to heal damage like normal humans and can be repaired per attempt—it is not possible to raise the
humanoids. This is a standard rule, though some vehicle's Speed from Typical (6) to Excellent (20) in one
characters are exceptions; Misty Knight's bionic arm does repair attempt.
not have any regenerative capabilities, and must be Field repairs last for 1-10 hours before shaking loose
externally repaired whenever it is damaged. again. As a result of the jury-rigging, more damage is
As an addition to the rules, assume that characters with caused to the machine—the applicable rank ends up at
the robotics skill can use that talent to administer first aid one rank lower than that before repairs were made. In the
to a robot. This halts the Endurance loss of "dying" robots, previous example, the vehicle's Speed after 1-10 hours
including those at Shift 0 Health. Robots receiving this aid would be reduced to Typical (6).
regain one rank of Endurance immediately (if any were
lost). Reprogramming
Statistics:
Control: EXCELLENT (20)
Water Speed: AMAZING (50)
Body: INCREDIBLE (40)
Cosmic-Beam Gun Doombot
This futuristic handgun fires a small beam of cosmic Doombots are exact mechanical replicas of the real Doctor
radiation. Invented by Doctor Doom to be used against the Doom. They look like him, talk like him, and even act like
Thing, the cosmic energy changes the Thing into his him. Individually, Doombots have an advanced artificial
human form as Ben Grimm, who gained his powers as a intelligence program that causes them to believe
result of exposure to cosmic rays. themselves to really be Doctor Doom, and act as Doom
unless in the presence of the real Von Doom or other
First Appearance: FANTASTIC FOUR #23. Doombots. These imitation Dooms have been created to
impersonate Doctor Doom when he either cannot be
Powers: present or is unwilling to risk his own life (such as when
Cosmic Blast: The weapon emits a thin beam of confronting powerful foes).
Remarkable (30) Intensity cosmic energy up to a range There are two specific models of Doombots actively used
of 8 areas. In addition to causing Remarkable (30) by Victor Von Doom for various purposes: combat and
energy damage, the ray has a specialized effect on the diplomatic Doombots. Both models have the same
Thing. It causes him to revert to his human form for 1- essential intelligence programs and operating systems, but
10 turns if he fails a Remarkable (30) Intensity they have their differences within secondary systems.
Endurance FEAT roll.
Although the other members of the Fantastic Four Limitations: In order to prevent his duplicates from
also received their powers from cosmic rays, this gun harming or out-performing him, Doctor Doom installs
does not remove their powers as it does with the Thing. each Doombot with a dampener program that reduces
If another Fantastic Four member is hit with the cosmic all of its power ranks by -2CS when activated. This
blast, his or her powers are merely reduced by -2CS for program is triggered whenever a Doombot enters the
1-10 turns (if the character fails a Remarkable (30) Master's presence or the presence of other Doombots.
Intensity Endurance FEAT). As further protection against his creations, Doom can
cause any Doombot to self-destruct when it is in danger
Material Strength: Good (10). of capture, defeat, or simply becomes unimportant to
him; this can be preprogrammed or activated by remote
Tech Rank: Unearthly (100). control. An exploding Doombot inflicts Incredible (40)
energy damage to everyone in the same area as itself.
Availability: This weapon was built by Doom when he first
began battling the Fantastic Four. At that time, the Talents: Doombots can operate all of Doctor Doom's
Thing was less powerful than he is today. If Doom were inventions and exhibit Leadership to Latverians.
planning to use this weapon, he would need to increase
its power (minimum rank of Amazing (50)) to counter Role-Playing Notes: When impersonating their master,
the current enhanced abilities of the Thing. Doombots act so much like Victor Von Doom that
technological equipment and some surface mental
scans cannot tell the difference. When two or more
Doombots meet, or when they confront the real Doom,
their dampener programs activate, and they begin
speaking in the monotone voices of intelligent robots:
Doctor Doom's personality is replaced by emotionless
programming.
Combat Doombot Flight: Doombots have jet-packs, enabling them to fly at
Excellent (20) airspeed (10 areas per turn).
When Doctor Doom is out to defeat an enemy, he often Force Bolts: Combat Doombots can fire force bolts from
sends a combat Doombot. They act so much like the real their gauntlets, inflicting up to Amazing (50) damage.
Doom, it is often impossible for a hero to determine if he is Force Field: Each robot can generate a Monstrous (75)
battling the real thing or merely a robot duplicate. Combat rank force field. With a maximum radius of eight feet,
Doombots are more heavily laden with weaponry and the force field surrounds the Doombot and possibly
sometimes carry an additional weapon system in addition others. A Doombot cannot attack without first lowering
to the standard armor's capabilities (see "Armor, Doom's its force field.
Original" for details). Infrared Scanner: This feature allows Doombots to detect
heat sources at Remarkable (30) rank, enabling them
First Appearance: Unknown—any or nearly all of Doom's to see invisible persons.
appearances could be attributed to a Doombot. The Parabolic Ear-Amplifiers: These enable Doombots to
first substantiated appearance of a Doombot (an detect unusual frequencies and extremely faint sounds
appearance stated or proven to be a robot) was in (a whisper across a crowded room, for example). The
FANTASTIC FOUR #5. amplifiers function at Remarkable (30) rank and range
(8 areas).
Statistics: Robotic Form: Doombots are immune to mental,
Fighting: REMARKABLE (30) emotional, or illusory powers. They can be harmed by
Agility: EXCELLENT (20) powers that affect machinery, however.
Strength: REMARKABLE (30) Self-Assembly: Inside the head of each combat Doombot
Endurance: INCREDIBLE (40) are tiny mechanical arms and tools which enable the
Reason: EXCELLENT (20) robot's head to completely assemble the rest of its
Intuition: EXCELLENT (20) body. This feature is used to infiltrate enemy
Psyche: EXCELLENT (20) strongholds—the pieces are sent in separately through
Health: 120 a small opening (like a ventilation shaft), then the head
Karma: 60 puts them all together in a matter of minutes (Assembly
program of Excellent Reason).
Powers: All combat Doombots have the following powers
as standard equipment. They may also be fitted with Material Strength: Incredible (40).
any of the "add-on" features listed under the description
of Doctor Doom's original armor. Tech Rank: Shift Y (200).
Body Armor: Combat Doombots are constructed of
Incredible (40) strength materials, and thus have Availability: Though exact numbers are currently
Incredible (40) body armor. unknown and impossible to calculate, it is safe to
Electricity: Each combat Doombot is wired to generate an assume that Doctor Doom has, at any given time, a
Unearthly (100) Intensity electric shock on command, a small army of 50 combat Doombots built and ready to
very effective tactic against grappling opponents. The be activated by a signal.
shock is so powerful that characters in the same area
as the robot, but not in direct contact with it, suffer an
Incredible (40) jolt as well. In addition to damage,
victims must succeed at an Unearthly (100) or
Incredible (40) Intensity Endurance FEAT or fall
unconscious for 1-10 rounds.
Diplomatic Doombot Tech Rank: Shift X (150).
When Doctor Doom plans to negotiate with others, rather Availability: Total numbers are currently unknown, but it
than do battle, he often sends a diplomatic Doombot. They is safe to assume Doctor Doom has at least 10
act as the real Doom, and it is often impossible for a diplomatic Doombots under his command at all times.
character to detect the robot's presence. These Doombots
benefit a more detailed intelligence program than the Doom-Knight
combat units, allowing more detailed talents and easier
adjustment to random happenings. These robotic guards stand a silent vigil atop the
uppermost parapets of Castle Doom. Wearing gray plate
First Appearance: Unknown—any or nearly all of Doom's mail and holding gray spears, Doom-Knights appear to be
appearances could be attributed to a Doombot. The statues. In reality, they are high-tech warriors.
first substantiated appearance of a Doombot (an
appearance stated or proven to be a robot) was in First Appearance: FANTASTIC FOUR VS. X-MEN #3.
FANTASTIC FOUR #5.
Statistics:
Statistics: Fighting: EXCELLENT (20)
Fighting: EXCELLENT (20) Agility: EXCELLENT (20)
Agility: EXCELLENT (20) Strength: EXCELLENT (20)
Strength: EXCELLENT (20) Endurance: REMARKABLE (30)
Endurance: EXCELLENT (20) Reason: GOOD (10)
Reason: EXCELLENT (20) Intuition: POOR (4)
Intuition: REMARKABLE (30) Psyche: POOR (4)
Psyche: REMARKABLE (30) Health: 90
Health: 80 Karma: N/A
Karma: 80
Powers:
Powers: All diplomatic Doombots have the following Body Armor: Doom-Knights are made of Excellent (20)
powers as standard equipment. They may also be fitted strength materials, and have Excellent (20) protection
with any of the "add-on" features listed under the against physical and energy attacks.
description of Doctor Doom's original armor. Computer Link: The robots are in direct communication
Body Armor: Diplomatic Doombots are made of with Castle Doom's various security systems and the
Remarkable strength material and only have Latverian border systems. When an alarm is raised,
Remarkable (30) body armor. Doom-Knights may be ordered to respond, depending
Flight: Doombots have twin jet-packs, enabling them to fly upon the situation. Range of the link is 5 miles.
at Excellent (20) air speed (10 areas per turn). Force Spear: Each Doom-Knight carries a spear capable
Force Bolts: Diplomatic Doombots can fire Remarkable of discharging a Remarkable (30) Intensity force blast
(30) rank force bolts from their gauntlets and chest up to a range of 8 areas.
plates. Range is limited to 8 areas. Glider-wings: Folded behind its back, each Doom-Knight is
Robotic Form: Doombots are immune to mental, equipped with a pair of wings which allow it to glide at
emotional, or illusory powers. They can be harmed by Typical (6) airspeed (6 areas per turn).
powers that affect machinery. Robotic Form: Doom-Knights are unaffected by mental or
emotional attacks or illusions. They can be harmed by
Material Strength: Remarkable (30). powers that affect machinery.
Talents: None. Invisibility: With this Excellent (20) rank power, the android
can make himself invisible to normal sight.
Role-Playing Notes: The Doom-Knights are quiet Resistance to Electricity: The Doomsman has Amazing
sentinels without discernible personalities of their own. (50) protection from electrical attacks.
Unless activated, they stand as still as statues. Their Android (Robotic) Form: The Doomsman I cannot be
only motivation is to obey their programming, which is affected by mental, emotional or illusory attacks. It can
to guard Castle Doom against intruders. be harmed by powers that affect machinery.
Material Strength: Excellent (20). Limitation: Because the Doomsman I has the same brain
wave patterns as Doctor Doom, Doom can take control
Tech Rank: Monstrous (75). of the android by a process called "mind fusion." To be
successful, Doom must succeed at a Yellow Psyche
Availability: Doctor Doom has a standard force of ten FEAT roll, and must be within 20 areas of the android.
Doom-Knights, which stand upon the upper ramparts of Mind fusion lasts for as long as Doom devotes
his castle. concentration to it, and remains within 20 areas of the
Doomsman.
Doomsman I
Talents: Leadership (to other androids).
This android has blue skin, but otherwise looks like a
muscular, bald, human male. Doctor Doom created it as Role-Playing Notes: The Doomsman I developed a will of
the first of an android army, but he soon found that the its own, and quickly refused to obey Doctor Doom. It
Doomsman had a mind of his own. recognizes Doom as the only person who threatens its
freedom, and is determined to kill its former master.
First Appearance: SUPER-VILLAIN TEAM-UP GS #2 Unlike the copying of Wonder Man's brain patterns
wholesale into the Vision, Doom only patterned the
Statistics: Doomsman's electronic brain after his for purposes of
Fighting: REMARKABLE (30) control, not intelligence or personality.
Agility: REMARKABLE (30)
Strength: AMAZING (50) Material Strength: Incredible (40).
Endurance: MONSTROUS (75)
Reason: EXCELLENT (20) Tech Rank: Class 1000.
Intuition: REMARKABLE (30)
Psyche: EXCELLENT (20) Availability: Doctor Doom built several Doomsman I
Health: 185 androids, but he only activated one of them when he
Karma: 70 realized it could not be controlled. It was banished to an
Resources: 0 alternate dimension by Doom, but it later developed a
Popularity: 0 means to escape and returned, seeking revenge. It
took the name Andro, Lord of Androids, and turned
Powers: Doom's other androids against him. In the end,
Body Armor: The android's blue skin provides Incredible Doomsman I escaped by using his dimensional
(40) protection from physical and energy attacks. powers, and is presumably still plotting revenge. The
Dimensional Travel: The Doomsman I can travel the status of the other models is unknown.
dimensions at Remarkable (30) rank.
Doomsman II Talents: None revealed.
The Doomsman II was created by Doom to be the ultimate Role-Playing Notes: The Doomsman II has no will of its
killing machine. It looks like a golden-skinned giant own, but obeys the orders of its master—Doctor Doom.
standing nearly 14' tall. The android was powered by the In combat, the android delights in its power, and has no
Power Cosmic, which Doom stole from the Silver Surfer. inhibitions about killing.
Role-Playing Notes: The members of the Doom Squad Availability: A dozen of these weapons are stored in the
were hand-picked by Doctor Doom from the ranks of armory of Castle Doom, and are most commonly
his human troops. They follow his orders out of both employed by warrior robots.
fear and respect. They rely heavily on the powers of
their battle suits, and if their suits appear ineffective,
the Doom Squad is not above a "strategic retreat."
Availability: Dr. Doom has a dozen of these restraints at Material Strength: Good (10).
his disposal, all stored within Castle Doom.
Tech Rank: Shift X (150).
Energy Fist
Availability: Doctor Doom built one enlarger ray that still
This small apparatus can be added to the interior of either exists on Microworld.
gauntlet of Doctor Doom's armor. It enables him to create
a huge fist comprised of pure energy, which he can use to Excavator
grasp, smash, or crush opponents.
This looks like a small rocket, reinforced for tunneling. It
First Appearance: FANTASTIC FOUR #312. bores through the earth by blasting the rock in front of it,
and has space to seat ten passengers.
Powers:
Energy Fist: When activated, energy bursts from Doom's First Appearance: ASTONISHING TALES (Vol. 1) #6.
gauntlet, extending up to 2 areas away and forming a
huge energy-hand. Doom can use it to make grappling, Statistics:
grabbing, or blunt attacks of Amazing (50) Strength. Control: EXCELLENT (20)
Speed: UNEARTHLY (100)
Material Strength: Typical (6). Body: INCREDIBLE (40)
First Appearance: FANTASTIC FOUR ANNUAL #2. Material Strength: Remarkable (30) (cylinder); Good (10)
(remote-control).
Tech Rank: Shift X (150). Statistics:
Fighting: GOOD (10)
Availability: The original grabber was thrown into the Agility: GOOD (10)
Atlantic Ocean by the Sub-Mariner; a second grabber Strength: TYPICAL (6)
used by Dr. Doom II (Kristoff) was destroyed with the Endurance: GOOD (10)
Baxter Building at the edge of Earth's orbital space. Reason: POOR (4)
Intuition: POOR (4)
Grappler Ray Psyche: POOR (4)
Health: 36
This device is a type of tractor beam which uses invisible Karma: N/A
waves of force to gently bring the target toward the
machine. Doom used this ray to kidnap Alicia Masters, her Powers:
kidnapping being reported by eyewitnesses as she Body Armor: Guardian robots are made of Typical (6)
seemed to walk on air! strength materials, and have Typical (6) rank body
armor as a result.
First Appearance: FANTASTIC FOUR #17. Computer Link: The robots are in direct communication
with Doom's various security systems and with each
Powers: other. When an alarm is raised, they respond
Tractor Beam: The invisible waves of this strange machine depending upon the situation. The maximum range of
can be extended up to Shift Z (500) range (400 areas). the link is 10 miles (though robots on border patrol
It is so accurate it can affect a specific individual relay trouble to Castle Doom through secondary robots
walking among a crowd of hundreds. The target is within range).
gently, but rapidly, pulled toward the machine. Breaking Elongation: They have the Feeble (2) power to extend their
free of the grappler ray requires a successful Excellent steel tentacles up to 1 area away and grapple or hit
(20) Intensity Strength FEAT. opponents. Their tentacles have Excellent (20) material
strength and deal Good (10) blunt damage or Excellent
Material Strength: Excellent (20). strength grappling.
Force Blaster: These robots are usually armed with
Tech Rank: Shift Z (500). blasters of Excellent (20) Intensity force and a range of
three areas.
Availability: Doctor Doom has one grappler ray fitted into Ionic Laser: When Doom is expecting a super-powered
his floating laboratory. assault, he fits his guardian robots with these weapons.
An ionic laser fires an Incredible (40) rank energy blast
Guardian Robot up to a range of 11 areas.
Knock-Out Gas: Guardian robots can spray knock-out gas
Riding on three wheels, these non-humanoid robots have up to 1 area away. Everyone in the target area must
two tentacle-like steel arms and a glowing dome for a succeed at an Incredible (40) Intensity Endurance
head, from which their weapons are fired. These machines FEAT or fall unconscious for 1-10 turns.
are put into action in times of need to patrol the grounds of Mobility: Guardian robots can move at Good (10) ground
Castle Doom and Doomstadt, control the populace, and speed (4 areas per turn) over passable terrain.
find and defeat any intruders. Robotic Form: Guardian robots cannot be affected by
mental or emotional attacks or illusions. However, they
First Appearance: FANTASTIC FOUR #198. can be harmed by powers that affect machinery.
Talents: None. Hawk Scanner
Role-Playing Notes: Guardian robots are a mindless From a distance, this robot looks exactly like a large hawk,
police force protecting Latveria from outside invaders. but is actually an artificial surveillance device.
They enforce Doom's laws without any compassion or
thought for humanity, as they are programmed to. First Appearance: ASTONISHING TALES (Vol. 1) #6.
First Appearance: FANTASTIC FOUR #17. First Appearance: SUPER-VILLAIN TEAM-UP #2.
Exactly what this device looks like has never been Powers:
revealed. Apparently, Doctor Doom can have the inhibitor Vertigo Effect: Doctor Doom can use this power against
ray added to his armor without the device being obvious. one target in the same area as Doom. The victim feels
When activated, the inhibitor ray makes it very difficult for very dizzy and must succeed at an Incredible (40)
Doom's enemies to direct any attacks against his person. Intensity Endurance FEAT or fall to the ground, unable
to move or act for 1-10 turns. The impulser causes no
First Appearance: FANTASTIC FOUR #246. actual damage.
Availability: Doctor Doom has one of these devices within First Appearance: FANTASTIC FOUR #84.
Castle Doom and one within the catacombs beneath
the Fortress of Doom in the Adirondacks. Powers:
Body Armor: An insulato-shield grants those carrying it the
Instant Hypnotism Impulser equivalent of Remarkable (30) rank body armor against
physical and energy attacks from the front or sides. The
This small rectangular device emits high frequency energy shield offers no protection against attacks from above,
pulses that home in on a target's inner ear and disrupt the below, or behind.
sense of balance. The impulser can be used as an add-on An insulato-shield weighs 400 pounds. A single character
power to Doctor Doom's armor. When used in this way, it of Good (10) Strength can lift it, but it takes two
is concealed in the palm of the armor's left gauntlet. characters of Good (10) Strength or better to effectively
carry it and use it for defense.
Material Strength: Remarkable (30). Invincible Robot
Tech Rank: Incredible (40). An invincible robot appears like a hulking, green humanoid
with facial features much like that of a jack-o-lantern.
Availability: Twenty of these devices are kept within the When it moves, the robot proceeds in a hunched-over,
armory of Castle Doom and are brought into play when threatening position, making it look something like a
heavy resistance or superpowered interference is mechanical gorilla. Once activated, the robots are very
expected. hard to control; if they go on a rampage, there is no
stopping them short of their own destruction.
Intensified Molecule Projector
First Appearance: FANTASTIC FOUR #85.
Doctor Doom created an attachment that can be added to
either gauntlet of his armor which allows him to fire special Statistics:
intensified synthetic molecules at high velocity. Intensified Fighting: EXCELLENT (20)
molecules rapidly grow to the size of boulders when Agility: GOOD (10)
exposed to air, providing Doom with a potent missile Strength: INCREDIBLE (40)
weapon with nearly unlimited ammunition. Endurance: INCREDIBLE (40)
Reason: POOR (4)
First Appearance: MARVEL SUPERHEROES #20. Intuition: POOR (4)
Psyche: POOR (4)
Powers: Health: 110
Intensified Molecules: Streaking forth from Doom's Karma: N/A
gauntlet, an intensified molecule suddenly grows to the
size of a boulder, becoming a deadly projectile. The Powers:
missile has a range of 11 areas and inflicts Incredible Body Armor: Invincible robots are fashioned of Incredible
(40) blunt throwing damage. Because of their extremely (40) strength materials, and as a result have Incredible
small size before activation, Doom can carry a virtually (40) body armor.
unlimited supply of intensified molecules within his Combat Sense: These mechanized warriors, armed with
gauntlet. Amazing (50) rank combat programs, are high-tech
killing machines. An invincible robot can use the power
Material Strength: Poor (4). rank of this ability instead of Strength for escaping,
instead of Intuition for initiative, instead of Agility for
Tech Rank: Shift Y (200). dodging and catching, and instead of Fighting for
evading.
Availability: Doctor Doom has an intensified molecule Independent Locomotion: Even when one of these robots
projector, along with a large supply of specialized is broken into smaller parts, its limbs can continue the
artificial molecules, at his laboratory within Castle attack! Severed arms and legs fly through the air to
Doom; he also has a working miniaturized model slug opponents, and disembodied hands continue to
(concealable within one's glove) in a laboratory in the fire any hand-held weapons. Consider independent
southern Citadel of Doom. limbs to have statistics at -1CS from those of the robot
as a whole. The Health of an arm or leg is 20.
Robotic Form: Invincible robots cannot be affected by Powers:
mental or emotional attacks or illusions. However, they Ionic Blade: The knife uses ionic energy to slice through
can be harmed by powers that affect machinery. objects and other targets, animate or inanimate. The
blade causes Incredible edged (40) damage,
Limitation: When these robots were first activated, they regardless of the wielder's Strength.
were so overcome by their killer programming that they Ionic Blast: The knife can fire an ionic bolt up to 1 area
ignored Doctor Doom's commands and attacked before away, inflicting Incredible (40) energy damage.
he gave the order. Any time an invincible robot is
activated, attempt a Reason FEAT for it. On a White Material Strength: Incredible (40).
result, the robot becomes berserk, attacking the
nearest target, but not other invincible robots. Tech Rank: Unearthly (100).
As with all of Doom's mechanical warriors, invincible
robots are equipped with a self-destruct mechanism. In Availability: Doom has one of these blades at his disposal
this case, these robots do not gain the power of in each of his castles.
independent limbs, and they are totally obliterated.
Latverian Guard Weaponry
Talents: None.
Doctor Doom has a small contingent of native human
Role-Playing Notes: Invincible robots are determined Latverian soldiers under his command. Their main function
killers, their memory banks filled with a single is to guard Castle Doom and patrol the environs of
programmed thought, "Destroy! Destroy! Destroy!" Doomstadt, while showing that Doom also values human
troops in addition to his robots. Their statistics conform to
Material Strength: Incredible (40). typical Latverians, as described in Chapter 2 of the
Domains of Doom book; the entry below details the varied
Tech Rank: Unearthly (100). weapons given to them by the Master.
Availability: Over sixty of these robots have been built in First Appearance: All of the following pieces of equipment
the past. While King Zorba ruled Latveria, over 50 may have appeared previously, but the first
invincible robots were sent to kill Doctor Doom, who substantiated appearance of all this weaponry came in
had returned to Doomstadt (with the Fantastic Four as FANTASTIC FOUR #350.
reluctant allies) to reclaim his throne. All of the robots
were destroyed, as was much of Doomstadt. Whether Powers/Equipment:
or not Doom will build more of these juggernauts Communicator: Each soldier's helmet is equipped with a
remains to be seen; the wisdom of such actions is communications device enabling him to remain in
doubtful, but the robots' power cannot be denied. verbal contact with Castle Doom's security personnel.
Range is five miles.
Ionic Blade Energy Halberd: These weapons are carried by soldiers
patrolling Castle Doom. An energy halberd looks like a
This deadly weapon looks like an energized bayonet or normal Medieval polearm, but it can discharge a
combat knife. The ironic blade can pop out of the right Remarkable (30) Intensity blast of energy up to 8 areas
forearm of Doom's armor, ready for use in a second. away. The weapon can also inflict Incredible (40)
edged damage in hand-to-hand combat. An energy
First Appearance: SUPER-VILLAIN TEAM-UP #12. halberd has Excellent (20) material strength.
Force Rifle: This is the standard weapon carried by Memory Transference Machine
Latverian soldiers. It fires an Excellent (20) Intensity
force beam up to a range of 6 areas, and has enough Perhaps Doctor Doom's most elaborate invention, the
of a charge for 12 shots before recharging is needed. A memory transference machine fills one entire chamber
force rifle has Good (10) material strength. within the depths of Castle Doom. The grim monarch
Uniform: Latverian soldiers look more like they are ready created this device as a contingency against his own
for a parade than for a battle. Their baroque uniforms death. The machine fills the brain of Doom's chosen heir
consist of a tall, plumed helmet, a colorful overcoat with with all of Doom's memories, effectively replacing the
tails, and black, leather thigh-boots, as well as an personality of the heir with that of Victor Von Doom!
assortment of silver and gold bangles, buttons and
other ornamentation. The uniform, as unconventional First Appearance: FANTASTIC FOUR #278.
as it may seem, is partially made of Kevlar, and affords
the troops with Excellent protection from physical Powers:
attacks. Memory Transferrance: A host of five Doombots must
operate the machine. The heir is placed in a seat in the
Talents: Military. device, and a helmet is affixed to his or her head.
Doctor Doom's entire recorded history, mind, and
Role-Playing Notes: Latverian soldiers are brave and memory is fed through the helmet and imprinted upon
effective when defending their homeland from assault, the memory centers of the heir's brain. When the
but cowardly and nearly ineffectual when defending process is complete, a FEAT roll must be attempted on
their leader from super-powered invaders. However, if the machine's Amazing (50) power rank (no Karma
Dr. Doom is present on the battlefield, Latverian troops may be spent for this FEAT):
will always fight the super-powered attackers rather • White: A system error causes the machine to
than risk their Master's wrath if they failed to do so. malfunction—the subject's brain is wiped clean,
resulting in total amnesia. Because the heir's brain is
Material Strength: Comm: POOR (4) now extremely susceptible to imprinting, another
Halberd: GOOD (10) attempt can be made with +2CS to the power FEAT
Rifle: EXCELLENT (20) roll. However, if another White result is rolled, the heir
Uniforms: FEEBLE (2) dies.
• Green: The process is partially successful, resulting
Tech Rank: Comm: REMARKABLE (30) in Doctor Doom's memories and personality being
Halberd: INCREDIBLE (40) transferred to the subject.
Rifle: MONSTROUS (75) • Yellow: As with Green above, but Doctor Doom's
Uniforms: FEEBLE (2) Talents are also transferred.
• Red: As with Green and Yellow, but all of Doctor
Availability: Doctor Doom has 50 Latverian soldiers at his
Doom's Talents, mental powers, and magical powers
command in the Latverian Guard. are also transferred.
If the result was Green or better, the heir gains Doctor
Doom's Amazing (50) Reason, Incredible (40) Intuition,
and Amazing (50) Psyche. The effects are permanent,
but the subject's original personality and memories can
be restored with the imprinting and use of an encoded
post-hypnotic command.
Material Strength: Remarkable (30). Material Strength: Good (10).
Availability: Doctor Doom has only one memory Availability: Doom used this device (and its antidote)
transference machine, and it is located within the against Storm when the X-Men attacked his
depths of Castle Doom. Adirondacks castle. It is likely that he has other working
models hidden within the labs of that castle.
Metabolic Transmuter
Micro-Sentry
This weapon is simply a small, glowing, chrome ball. When
thrown, it has the ability to track its target. If hit, the victim's Looking like robot spiders, these tiny robots patrol within
body transmutes into organic chrome, effectively becoming the circuitry of Doom's armor, and are designed to thwart
a living statue. diminutive intruders such as Ant-Man or other "pests."
First Appearance: UNCANNY X-MEN #145. First Appearance: MARVEL FANFARE #44.
Powers: Statistics:
Heat-Seeking Sensors: The missile "locks on" to the heat Fighting: GOOD (10)
signature of the person it is thrown at. The metabolic Agility: GOOD (10)
transmuter is only confused or distracted by hotter Strength: EXCELLENT (20)
sources of heat (a car engine or flaming hero, for Endurance: REMARKABLE (30)
example). It can only track a person for as far as the Reason: POOR (4)
thrower can throw it. Intuition: POOR (4)
Transmutation: The victim is allowed an Incredible (40) Psyche: POOR (4)
Intensity Endurance FEAT to try and resist the Health: 70
transformation. If successful, the character is Karma: N/A
unaffected. If the roll is missed, the character's skin and
muscle tissue transmutes into organic chrome. The Powers:
victim's life processes are slowed to almost nothing. He Body Armor: Micro-sentries are made of Good (10)
or she cannot move, and becomes a living statue. strength materials and have Good (10) body armor.
Though it immobilizes its target, the chrome skin Grapple-Claw: Located under the robot's "face" is a pincer
provides the character with Excellent rank (20) Body which it can extend up to 1 area away in order to make
Armor. grappling, grabbing, or blunt attacks. The grapple-claw
The transmutation is permanent. However, an has Excellent (20) material strength.
antidote exists. It looks exactly like the metabolic Robotic Form: Micro-sentries are immune to mental or
transmuter—a glowing chrome sphere. When the emotional attacks and illusions. They can be harmed by
antidote hits the target, the transmutation rapidly powers that affect machinery, however.
reverses itself. Judges may also allow a possibility that
characters with Regeneration (like Wolverine) could Talents: None.
fight the chrome effect after its onset—the greater the
Regeneration ability, the shorter the transmutation Role-Playing Notes: Micro-sentries are extermination
effect lasts (d100 rounds -power rank). machines, programmed only to hunt and destroy any
organisms (microscopic or otherwise) that invade the
interior of Dr. Doom's armor.
Material Strength: Good (10). Molecular Cage
Tech Rank: Shift Y (200). Although this prison was specifically designed to hold the
Thing, it was actually used to just as effectively imprison
Availability: Doom's suit of armor is patrolled by 20 micro- the sensational She-Hulk. The cage consists of a circular
sentries at all times. It's logical to assume a number of platform made of steel and a separate control panel. When
them are in storage and ready for use. a captive is placed on the platform, and the control panel is
activated, a hemispherical web of invisible monomolecular
Mini-Missile Launcher chains springs into being, completely surrounding the
prisoner.
This short-barreled weapon can be fixed to either gauntlet
of Doom's armor. It fires small heat-seeking mini-missiles First Appearance: FANTASTIC FOUR #288.
which are quite powerful for their size.
Powers:
First Appearance: AVENGERS #332. Molecular Web: Because it is made of strands one
molecule wide, the web is invisible to the naked eye.
Powers: Anyone passing through the web suffers Monstrous
Heat-Seeking: The weapon homes in on the strongest (75) edged attack damage, and will likely be sliced into
heat source within its range. The mini-missile is only numerous pieces. The strands ignore physical Body
sidetracked by stronger heat sources. The missile Armor, cutting through it as easily as normal materials,
explodes on contact, inflicting Incredible (40) edged and can even cut the Thing's thick hide by design. The
damage to the target only. A mini-missile has a range control panel can shut off the web.
of 11 areas, at which point it runs out of fuel and self-
destructs. The launcher can hold up to three mini- Material Strength: Good (10)
missiles.
Tech Rank: Shift X (150).
Material Strength: Excellent (20).
Availability: Doctor Doom has one of these cages within
Tech Rank: Incredible (40) (launcher); Incredible (40) the Latverian embassy in New York City, and it is
(mini-missiles). possible that another exists within Castle Doom.
Availability: Doctor Doom currently has only the plans for Molecule Displacer
the mini-missiles and their launcher in the Latverian
Embassy in New York. The only working models were This weapon looks like a futuristic pistol. Doctor Doom
destroyed and impounded by the Avengers after they carries it as a sidearm when on missions that require its
were used by Doombots in an attack on Avengers special ability. The molecule displacer has the power to
Headquarters. break down and absorb a character's very molecules!
Powers:
Molecular Displacement: When fired, the molecule
displacer emits a thin beam of energy up to a range of
8 areas. Use the Shooting column of the Battle Effects
Table, but treat any bull's-eye or kill result as simply a
hit. If the target is struck, the victim suddenly vanishes
in a kaleidoscopic flash of light. The character has been
broken down into his or her composite molecules,
which travel along the beam of energy and are
absorbed into the weapon's storage unit. The molecule
displacer can hold only one character or object at a
time. Any of the victim's equipment is also absorbed.
The next time the molecule displacer is fired, the
wielder has two options: either restore the victim whole
and unharmed at the point where the energy beam
strikes, or scatter his molecules over a wide area,
effectively killing him. Maximum range of the beam is
still 8 areas.
A character can safely be contained within the
weapon for 1-10 days. After this time, the displacer
automatically discharges (25% chance of an explosion,
destroying the device) but the restored victim suffers
permanent damage of the Judge's choosing (such as
loss of a power, a missing limb, or other disfigurement).
Powers:
Plastic Generation: The plasti-gun emits a thin beam of
energy up to 3 areas away. At any designated point
within this range, the beam instantly creates a wall of Power Sphere
plastic measuring up to 10' wide by 10' tall by 1' thick.
The wall falls over unless supported between two A power sphere is a glowing orb about the size of a tennis
objects (a pair of street lamps, trees, or the walls of a ball. They are typically used as a defense system, being
room, for example). The wall conforms to virtually any released from a hidden compartment in the wall or ceiling
shape. If created in a round tunnel, for instance, the to hurtle down a passage or through a chamber. The
wall would be round, and would completely seal off the spheres are attracted by heat, and fly toward their target in
tunnel. The plastic wall is opaque to normal vision and a swarm. When the victim is completely encased, the
has Excellent (20) material strength. Thus, breaking power spheres erupt with energy, transporting the
through it requires a successful Excellent (20) Intensity entrapped target to another dimension.
Strength FEAT.
First Appearance: FANTASTIC FOUR #17.
Material Strength: Good (10) (plasti-gun), Excellent (20)
(plastic wall). Powers:
Dimensional Travel: Once the spheres have surrounded
Tech Rank: Unearthly (100). their victim, they burst and form a Remarkable (30)
rank energy field that has the power to transport the
Availability: Doctor Doom once used this device to victim to another dimension. There must be at least 50
prevent a crowd of spectators from following him after orbs in the swarm covering a human-sized target for
he had captured Daredevil. He has never employed their detonation to effectively transport it to another
this invention since then, and it is unlikely that he has dimension.
more than one available. If the FEAT fails, the accumulated orbs erupt with a
brilliant flash of light, but otherwise have no effect. If the
Power Dampener roll is successful, the character finds himself in a distant
universe of the Judge's choosing. In either case, the
The power dampener is a metal helmet designed to nullify power spheres are destroyed.
a character's mental powers. Flight: The orbs fly at Remarkable (30) airspeed (15 areas
per turn).
First Appearance: FANTASTIC FOUR #197. Heat Seeking Missile: The power spheres fix onto the
hottest heat source in their path (a flaming hero before
Powers: a normal character, for example). Once locked on, they
Psionic Dampening: When placed on a subject's head, the can be sidetracked by a stronger heat sources and will
power dampener lowers the character's mental and even pursue non-living objects.
psionic powers by -7CS. Such powers cannot be
reduced to less than Feeble (2) rank. A hero with a Material Strength: Good (10).
normal Incredible (40) rank telekinesis has only Feeble
(2) telekinesis while wearing the helmet. Tech Rank: Unearthly (100) (per swarm of 100).
Material Strength: Excellent (20). Availability: Power spheres can be found as a trap or
defense system in virtually any of Doctor Doom's
Tech Rank: Unearthly (100). strongholds.
Availability: The original psionic refractor was destroyed Limitation: The device cannot directly affect robots,
in a battle with the Over-Mind, in which Doctor Doom androids, or other synthetic beings. The power of the
allied himself with the Fantastic Four for a short time. Purple Man is also partially dependent on airborne
As Dr. Doom built this device from a prototype Reed pheremones or other substances which are inhaled and
Richards had started, it is unlikely that Doom has other absorbed through the skin. Therefore, it cannot affect
models at his disposal. Reed however, has the remains organisms that do not breathe oxygen.
of the original refractor and his own plans; it is unknown
whether he has a working model, but it is possible, Material Strength: Remarkable (30).
given all his ever-running experiments.
Tech Rank: Shift X (150).
This small device can be added to either gauntlet of Doctor Availability: Only one Ring Imperial exists. It is worn
Doom's armor. It has the potential to freeze a character in solely by Victor Von Doom; when not worn, it is locked
a solid block of ice! in his private vault with the other Crown Jewels.
This small hand-held gadget receives impulses given off First Appearance: SUPER-VILLAIN TEAM-UP #3.
by spiders. Spider-Man gives off very strong and distinct
impulses, and this device is effective at tracking him. Powers:
Stasis Shell: When fired, the weapon emits a stream of
First Appearance: AMAZING SPIDER-MAN #5. energy up to a range of 1 area. Roll against the
shooter's Agility and check results on the Force
Powers: Column. If the target is hit, he is caught in the stream
Spider-Detection: The device can track spiders and beings and surrounded by the energy. At this point, the stasis
associated with spiders at Shift Y (200) range. It tracks shell has Incredible (40) Strength.
down the strongest impulses within range. If the stream is maintained for one full round, the
stasis shell solidifies, gaining a permanent Strength of
Material Strength: Typical (6). Unearthly (100). If the stream is interrupted or halted
before one round has passed, the energy shell does
Tech Rank: Shift Y (200). not solidify and immediately dissipates.
Victims "freeze" in place, and have no need of
Availability: See Spider-Wave Transmitter below. nourishment or air. Nearly all bodily functions are
suspended. They can, however, see, hear, smell, and
Spider-Wave Transmitter feel what is happening around them. A victim can make
a single attempt to break free the first round in stasis. If
This is a communication device which employs a captured the shell has solidified, this requires an Unearthly (100)
spider and assorted machinery to emit impulses that can force attack or Strength FEAT. The stasis shell is
be heard by Spider-Man. permanent until destroyed, either by reversing the gun's
polarity and draining the shell, or by some other more-
First Appearance: AMAZING SPIDER-MAN #5. powerful means. The stasis gun can be fired once per
round, and can fire 10 times before needing a
Powers: recharge.
Spider-Transmission: The impulse has a range of 5 miles,
and can only be heard by beings closely tied with
spiders, like Spider-Man. Such characters can easily
trace the impulse to its point of origin.
Material Strength: Excellent (20) (gun). Statistics:
Fighting: POOR (4)
Tech Rank: Shift Y (200). Agility: GOOD (10)
Strength: POOR (4)
Availability: The original stasis gun was destroyed by the Endurance: TYPICAL (6)
Sub-Mariner. It is certainly likely that other stasis guns Reason: POOR (4)
are kept within the armories of Castle Doom. Intuition: POOR (4)
Psyche: POOR (4)
Stun-Shocker Health: 24
Karma: 12
This small weapon, meant to knock opponents
unconscious, can be added to the inside of either gauntlet Powers:
of Doom's armor. Body Armor: Swarmbots are made of Typical (6) strength
materials and have Typical (6) rank body armor.
First Appearance: SUPER-VILLAIN TEAM-UP #3. Flight: Swarmbots can fly by leg-mounted rockets at
Typical (6) airspeed (6 areas per turn).
Powers: Force Bsasts: Each swarmbot is armed with a Good (10)
Stun-Shock Pulse: This device radiates stunning energy Intensity force blast with a range of 4 areas.
around Doctor Doom. All characters within the same Robotic Form: Swarmbots cannot be affected by mental or
area must make an Amazing (50) Intensity Endurance emotional attacks or illusions. They can be harmed by
FEAT or be knocked out for 1-10 rounds. powers that affect machinery, however.
Self-Assembly & Integration: A swarmbot can combine
Material Strength: Typical (6). itself with two other swarmbots to form a single
integrated robot (powers & attributes enhanced +3CS
Tech Rank: Class 1000. above normal) in two rounds.
Availability: Doom has only one of these devices; when Talents: None.
not in use, it is stored in Castle Doom.
Role-Playing Notes: Swarmbots have simple
Swarmbots personalities with artificial speech and memory cores to
record and receive information. All swarmbots can
Swarmbots are small multi-purpose robots built in a variety respond to various commands (from programs to verbal
of small, beetle-like shapes. Although not individually commands to various pitches designed to override
powerful, Doom designed them to attack in a huge swarm programming and ready it for new orders).
to keep foes occupied and confused.
Material Strength: Typical (6).
First Appearance: FANTASTIC FOUR ANNUAL #20.
Tech Rank: Monstrous (75).
Role-Playing Notes: The time-bot is an efficient and Availability: Doctor Doom built one model of the time
emotionless servant. It does not speak, only carrying displacer and it was destroyed by Thor.
out its orders with mindless grim determination.
Time Platform
Material Strength: Remarkable (30).
One of Doctor Doom's most ingenious creations is a
Tech Rank: Unearthly (100). functioning time machine. It consists of a platform
measuring 10' x 10' x 1/2' and a separate control console.
Availability: Doctor Doom built one time-bot, which was Subjects to be sent forward or backward in time stand on
recently destroyed in battle with the mighty Thor. the platform, while the operator stands to one side and
activates the machine by means of the control console.
Time Displacer
First Appearance: FANTASTIC FOUR #5.
Doctor Doom created this machine after being displaced
as Latveria's monarch. It looks like a human-sized steel Powers:
vice covered with circuitry and blinking lights. It requires Time Travel: The machine can be used to instantly
the energy from mystic artifacts of awesome power (such transport characters to virtually any time and place in
as Mjolnir, Thor's hammer) to function. Once activated, it Earth's timestream. The operator can instantly return
has the power to hold entire towns in stasis. the travelers by manipulating the control console.
Doctor Doom does not require the console to return to
First Appearance: THOR #410. his own time—he can use the time-circuitry built into his
armor. Thus, he can venture into time and return on his
own, without relying on someone to bring him back.
Time travel can be a tricky business. It works in the
MARVEL UNIVERSE in such a way that a character
traveling into the past cannot change his own past—his
past continues to exist as it had before. Instead, the
character causes a divergent timeline to exist, exactly
parallel to the character's original timeline. Thus, the
future cannot be negated by manipulating events in the
past. Upon returning to his own time, the character
finds his world unchanged.
As with the past, there are many alternate future
timelines that a character can reach from the present. It
is impossible to know which timeline will become the
actual timeline of the MARVEL UNIVERSE until it
becomes current history, not the future.
Time-Shift Bomb
This small device is the size of a baseball, appears to be
made of glass, and contains swirling, multi-colored gases
or energy. When thrown, it explodes on contact, shifting all
targets in the blast radius two seconds into the past.
Powers:
Time Shift: The bomb shifts all characters in the area
where it explodes two seconds into the past for 1d10
rounds. Each character may attempt an Excellent (20)
Intensity Agility FEAT roll. Those who succeed dodge
the effect and are unaffected. All others in the area of
effect become time-shifted for 1-10 rounds.
This device could possibly be derived from Doom's
time platform technology. The grenade activates a
rapidly fluctuating time platform around its area of
impact and moves targets two seconds into the past.
These targets are then rapidly shuffled forward in time Availability: The borders of Latveria are protected by 50
by increments of seconds, but they seem ephemeral to hidden tractor beam installations, all of which are
those around them due to the rapidly time shuffles and individually manned by a squad of five warrior robots
after-images. (and three dormant backup robots) at all times.
Material Strength: Remarkable (30) (beam projector). Availability: Doctor Doom has one working vertigo beam
in a pit trap within the Latverian Embassy in New York
Tech Rank: Shift X (150). City; he also has plans for other models within Castle
Doom.
Vibration Machine Vibro-Bomb
Knowing that Castle Doom rests on a faultline, Doctor This device is a metal sphere covered with electronic
Doom built this device as a type of self-destruct circuitry and blinking lights: It measures 10' in diameter.
mechanism. If the castle should ever be taken, Doom can The vibro-bomb is not really a bomb, but is a strange
remotely activate the vibration machine, causing an satellite with a horrible purpose: the vibro-bomb has the
earthquake that will destroy the stronghold. power to force everyone on Earth to obey Doom's will.
First Appearance: ASTONISHING TALES (Vol. 1) #3. First Appearance: FANTASTIC FOUR #144.
Powers: Powers:
Limited Earth Control: Since this machine can only cause Vibration Ray: When the vibro-bomb is in orbit, it sends
an earthquake, it has a limited form of the Earth Control forth energy across the surface of the planet below.
power as detailed in the Basic Set rule book. The Citizens across the planet are immediately affected—
earthquake is of Monstrous (75) Intensity, and only their eyes turn blank as their minds drain of thought,
affects Castle Doom and its surrounding two areas. readying them for the control of Dr. Doom.
Anyone caught within the castle walls during the quake Whenever a character tries to thwart the will of Doom,
suffers a Monstrous (75) edged attack from falling he must first succeed at a Red Psyche FEAT roll before
debris. he can act independently. The effects of the ray last for
Remote Control: The machine can be activated with a as long as the vibro-bomb is operational.
hand-held device up to a Monstrous (75) distance of 40 Rocket: The vibro-bomb was originally carried into orbit in
areas. the nose of a three-stage rocket: