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Post by polimorph on Apr 2, 2007 15:53:22 GMT -5
touche.
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Post by Beacon on Apr 2, 2007 16:45:56 GMT -5
I don't remember the name, but it was a Graphic Novel with Dr. Strange. They also freed Doom's mamma's soul. It was a really cool book. I got it twice and both time the glue on the book's spine failed and the books fell apart. "Doctor Strange and Doctor Doom: Triumph and Torment" by Roger Stern and Mike Mignola...though I think Mark Waid is the only person since then to play up Doom's magic side.
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Post by talismanhex on Apr 2, 2007 17:00:07 GMT -5
I don't remember the name, but it was a Graphic Novel with Dr. Strange. They also freed Doom's mamma's soul. It was a really cool book. I got it twice and both time the glue on the book's spine failed and the books fell apart. "Doctor Strange and Doctor Doom: Triumph and Torment" by Roger Stern and Mike Mignola...though I think Mark Waid is the only person since then to play up Doom's magic side. That was it. good book too. Too bad I couldn't keep one together.
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Post by Beacon on Apr 2, 2007 17:40:30 GMT -5
Yeah, I don’t have a copy of that one myself but – if Cloak & Dagger, Spider-Man: Parallel Lives, Spider-Man: Hooky, Greenberg the Vampire, ect are any indication – those old oversized OGNs did tend to fall apart. Marvel trades in general tended to be of fairly low quality until recently. Just compare the crap-tastic first volume of Walter Simonson’s Thor run (does ANYONE have that thing in one piece?) to the last couple of his visionaries trades (which are so nice that I get even more upset that volume one is so bad and four never came out). I’m not saying it’s always true of early trades; I have a few trades printed in the early 90s (IOW, back before they traded everything) that have held up pretty well and my X-Men: God Loves, Man Kills is in decent shape.
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Post by talismanhex on Apr 2, 2007 18:59:53 GMT -5
Yeah, I don’t have a copy of that one myself but – if Cloak & Dagger, Spider-Man: Parallel Lives, Spider-Man: Hooky, Greenberg the Vampire, ect are any indication – those old oversized OGNs did tend to fall apart. Marvel trades in general tended to be of fairly low quality until recently. Just compare the crap-tastic first volume of Walter Simonson’s Thor run (does ANYONE have that thing in one piece?) to the last couple of his visionaries trades (which are so nice that I get even more upset that volume one is so bad and four never came out). I’m not saying it’s always true of early trades; I have a few trades printed in the early 90s (IOW, back before they traded everything) that have held up pretty well and my X-Men: God Loves, Man Kills is in decent shape. Yeah, my Graphic Novel #4 has held up, but that's about it of those oldie moldies and people kept stealing my Longshot Graphic Novel. I think I bought that 3 times.
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Post by Stark on Nov 5, 2007 10:21:10 GMT -5
I too beleive Doom's Intelligence should be at 9. He should also be using the special Intelligenced-based energy rule (which would bring his energy to 18). As for his talents in magic, his Mastery of Magic 5 would be enough (with Accumulate Energy and Improve Action Number modifiers; plus an intelligence bonus, just for showing off a bit ), if we add Sorcery at level, say, 7 (but without the intelligence bonus, or else he's going to outmatch Strange) and Summoning 4 (with the Intelligence bonus, since he was doing a great job of summoning Mephisto every once in a while to battle him in the hopes of freeing his mother). This would put him head and shoulders above your typical sorceror, which would explain the fact he's the runner-up for the Sorceror Supreme mantle, while he would still be weaker in magic than Doctor Strange (he's good, but just not that good). Also, to reflect the fact that he's the said runner-up and not Baron Mordo (who's got the Intelligence bonus for Sorcery and is better because of it), I'd say this is based on potential, not actual power(if Doom had the intelligence bonus to Sorcery, he would totally outmatch Mordo, so he's got a better potential. Of course, this is only a way of explaining it, not a rule.) Finally, about the fact that his armor is not as powerful as some would like it, Doom could easely power it up (9 Intelligence plus 7 Inventing=16 total, allowing him to increase his armor various powers to 8, better than Iron Man), but he just do not do it if he feels it isn't useful. Doom probably already has lots of upgrades schematics in his personnal data for his armor, but he's not the kind of guy to carry all his aces in the same deck. How many times has he invented some super-powerful device only to finally stash it in his laboratory, considering he didn't need it anymore (like the device that allowed him to manipulate magnetic fields with similar ability to that of Magneto's, which he used to throw the Baxter Building up into space... heh heh!)? Doom invents lots and lots of cool, powerful devices, but he only carries with him what he beleives he's going to need; the stats of his armor in the book only represents his basic armor. Or so I've decided for my own game, at least
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Post by Jet on Nov 5, 2007 11:08:24 GMT -5
Nuff said Stark. But Inteligence 9 for Doom is a bit too much, 8 is enough. Sure he is one of worlds top thinkers, but still easily defeated by Richards in that. As for armor and inventions- he was made to be a stereotype villain mastermind (one of first of his kinda), so of course he has a lot of machines but doesnt really use them more than once, becouse of his EGO. So he does have Time Machine (as we seen in "GLI and Deadpool Holiday Special", it is canon, bear with it!), but will he ever try to come back in time to stop Richards? Naah, not anymore.
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Post by Stark on Nov 5, 2007 11:33:29 GMT -5
Yeah, maybe you're right. 8 is high indeed anyway. Maybe I overpowered him because he's my personal favorite villain... having conquered Earth twice and still lived to tell about it. Any idea how strong the DoomBots are then?
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Post by Jet on Nov 5, 2007 12:07:07 GMT -5
Depends what Doombot you want. There are two main types:
Dr Doom Doppelganger - it's basically his own PA equipped with A.I., to think and act like Doom. Feel free to add/substract some weapons and other features.
Doombots Factory Models - just some robots acting as his personal army. Fine robots indeed, but still not strong enough to survive 1 or 2 hits from one of Fantastic Four Members (excluding maybe Invisible Girl, she'd need 3 or 4 hits to beat one)
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Post by Stark on Nov 5, 2007 13:52:58 GMT -5
All right! Thanks, I wasn't sure if they were as strong as his armor is. That will come in handy.
I guess I'll make the factory ones using slightly better abilities than normal soldiers with various aspects (like Toughness and Force Blast). This ought to do the trick.
I never seen him use his magic in ways similar to Magical Travel, so I think he'll simply use some of his inventions if he needs to get from one place to another fast.
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Post by reddecker on Nov 5, 2007 16:13:51 GMT -5
I do remember reading that somewhere. Doom being runner-up to Strange.
Actually Doom used to fight Mephisto for the right to free his mothers soul. He did it once a year on the day she died, while he fell short everytime, he was able to survive and eventually as already stated freed her with the help of Dr. Strange.
Strange is powerful... but it'd take a little more then what he's got to beat Mephisto, and if Doom were weak at magic, it'd still be too difficult. But Doom would summon him then they'd do battle. While he was never able to defeat him he was able to send him back before getting killed.
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Post by Stark on Nov 5, 2007 21:43:03 GMT -5
Which is why I said I'd add Doom's Intelligence bonus to Summoning but not Sorcery; he may summon him, but not defeat him. At least, not alone... It's great that he succeeded, saving his mother's soul and all. It kinds of redeem himself for some of the bad deeds he has made.
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Post by rabidsquirrel1 on Apr 4, 2011 5:20:15 GMT -5
Personally I think the write up with the intelligence bonus (and special intelligence rule) on an 8 would work great with DOOM. The problem I have is they only gave Doctor Strange a 6 intelligence and made him intelligence based. If he were a 7 intelligence which I can perfectly see it still makes him be able to pump out more stones then the runner-up for sorcerer supreme DOOM.
A device I did have DOOM create though in the game that I run at home is a density manipulator. Manipulate Density is immensely powerful and if I gotta have DOOM seize the day I make sure he has this in his belt. I also think his tech and invention should be an 8. After all he did build a freakin' time machine.
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Post by kito on Jun 9, 2011 22:21:37 GMT -5
Although doom is a runner up for sorceror supreme Just having high Magic Action number does not mean he will be better than strange. stange has many items that give his magic a 2x option also Strange has the general knowlege in magic to back it up even if doom is a natural that will not give him an edge vs an veteran mage. in the end magic greatest power is what you know about it and how to wield it. I would say give doom Action number mom/sor of 6 with int bonus and acumulate energy along with the increased action modifier (for summoning) for mom's soul.
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