Bow down mere mortals, as all in this world are beneath the topic of today’s From Panel to Play. Prepare to get a glimpse into the twisted genius that is M.O.D.O.K., Scientist Supreme!
George Tarleton was once a simple scientific technician working for Advanced Idea Mechanics (A.I.M.). Rather than the tale of an experiment gone wrong that is the origin story for many a super powered individual, we instead have the tale of a nefarious experiment gone horribly right (from A.I.M.’s point of view!). He was kidnapped and forced by his former employer into an evil experiment designed to turn him into a human supercomputer. The side effects of this left him in need of a life-support-unit-turned- armchair-weapon-station known as the “Doomsday Chair”. But that’s all in the past now, as he is not only his own boss these days, but the Scientist Supreme of A.I.M. itself! Unfortunately for everyone else, he also now has an ego and ambition to rival anyone in existence and doesn’t mind leaving a trail of bodies behind him as he pursues his own schemes and grudges.
On the tabletop, M.O.D.O.K Scientist Supreme is a Threat 4 Leader that isn’t afraid to mix things up in the middle of the action. He boasts above average mystic defenses (Defense 5!) and a nice pool of Stamina starting with 7 on his Healthy Side. He has a little bit of everything available to him with some potent attacks, various rerolls and even a way to throw his friends under the bus (or rather, in the way of an oncoming Helios Laser!).
His first attack is the aptly named Doomsday Chair Arsenal, which is evident in the bristling array of weaponry available to this character. This Range 4, Strength 5 attack allows him to choose between a Physical or Energy attack type and even has a chance of applying the Incinerate special condition when he rolls a wild during the attack.
His second attack is a demonstration of how the experimentation on his mind didn’t just increase his mental powers in the conventional sense, but how it brought him into the psychic realm as well. Psionic Assault is the unleashing of the tremendous mental powers at M.O.D.O.K.’s disposal, hammering his opponent with a Strength 7 attack from Range 3. This may cost him 4 Power to use, but it allows him to Advance the target character without requiring any conditions be met and also has a chance to limit the characters power gain by applying the Stun special condition before damage is dealt by the attack.
Next on his card, you’ll get a taste of how M.O.D.O.K leads his underlings. The introduction of this character brings a new Leadership to the Criminal Syndicate affiliation in the form of Advanced Idea Mechanics. This Leadership ensures that when his allies are keeping their eyes on the prize (that is, holding or contesting an objective token) he can help direct them towards that EUREKA moment all scientists strive for. When they roll a wild result in their attack or defense rolls, this Leadership will allow the allied character to change 1 of its dice in that roll to a hit or shield result.
His only Active superpower is one beast of a throw. By My Calculations, You’ll be Dead in Seconds! allows him to throw up to Size 4 terrain from a whopping Range 3 away. It may only travel a Short distance, but at a cost of 3 Power, that’s not a bad deal for a guaranteed 5 incoming damage!
His first Reactive superpower, All in this World are Beneath me! may seem familiar to people. This superpower allows M.O.D.O.K. Scientist Supreme to use it during the Modify Dice step of his attacks and will allow him to reroll 1-3 attack dice depending on the amount of Power spent. The key difference you need to note with his version when compared to other versions, though, is that he isn’t spending his own power! This superpower allows M.O.D.O.K. Scientist Supreme to force another allied character within Range 3 of himself to spend their Power to fuel his rerolls. Talk about being the boss!
His last Reactive superpower is a staple for any proper villain. Genius Requires Sacrifice; YOUR Sacrifice to be Precise! plays into the common trope of all true villains in that it allows M.O.D.O.K. Scientist Supreme to throw his allied characters in harm’s way. When he is the target of an attack, he can spend 2 Power to force an allied character within Range 2 of himself to become the target of the attack, regardless of the attack’s Range and attacker’s Line of Sight to the allied character. But that isn’t all; once M.O.D.O.K. becomes injured, his backstabbing tendencies only escalate, and this superpower changes from costing him 2 Power each time to a startling zero! Teamwork is for those with lesser intellects anyway.
To wrap up his card, we have a power representing his ego and confidence in his own abilities. The Innate superpower I am M.O.D.O.K., Master of the Mental Arts! allows him to add Blanks in his defense rolls to his total successes when he is defending against a Mystic attack. It also prevents him from being Pushed or Advanced by the effects of enemy Mystic attacks or enemy superpowers.
That’s all for today’s article, we’re off to perform some more experiments! Be sure to check back later for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your copy of M.O.D.O.K. Scientist Supreme at your local game store or through our webstore today!
Until next time, Atomic Mass Transmissions, signing off!
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