MODOK

M O D O K

Mental Organism Designed Only for Conquest

Val Char Cost Roll Notes

8 STR - 11- Lift 75.8kg; 1 ½d6

8 DEX - 11- OCV: 3/DCV: 3

30 CON - 15-

45 INT - 18- PER Roll 18-

55 EGO - 20- ECV: 18

45 PRE - 18- PRE Attack: 9d6

6 SPD - Phases: 2, 4, 6, 8, 10, 12

8+28 PD - Total: 8/36 PD (0/28 rPD)

8+28 ED - Total: 8/36 ED (0/28 rED)

15 REC -

65 END -

15 BODY -

35 STUN - Total Characteristic Cost: 253

Movement: Running: 1"/2" Flight: 16"/64"

Swimming: 6"/12" Teleportation: 1"/2" (Special)

    • Killing Attack - Rng 2d6+1
    • Ego Attack 4d6
    • Telekinesis (22 STR)
    • Mental Illusions 14d6+1
    • Drain 8d6
    • Mind Control 10d6+1
    • Energy Blast 20d6
    • Flash 16d6
    • Entangle 4d6, 4 DEF
    • Killing Attack - H-To-H 1d6
    • Images

Perks

- Advanced Tech - AIM-HYDRA: Access

- Zeroed Out: Anonymity - Computer Link

- AIm-HYDRA: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 AP) 8-

- Several Online Personas: False Identity+

- Minions: Followers (25 AP)

- Fringe Benefit: Computernet Access Card

- Money: Well Off Mastermind: Vehicles & Bases

Talents

- Eidetic Memory

- Mentally Aware of Surroundings: Combat Sense (Discriminatory, Rapid (x10), Sense, Transmit) 18-

- Bump Of Direction

- Absolute Range Sense

- Absolute Time Sense

- Evasive

- Lightning Calculator

- Psy- Blot: Lightning Reflexes: +10 DEX to act first with Single Action

- Lightsleep

- Simulate Death

- Speed Reading (x100)

- Ventriloquism 18-

- Weaponsmith (Chemical Weapons, Energy Weapons, Other) 18-

Total Powers & Skill Cost: 572

Total Cost: 825

Skills

Analyze: Tech & Computers 18-

+5 with any three maneuvers or a tight group of attacks

Armorsmith 11- - Bureaucratics 18-

Combat Piloting 11- - Cramming

- Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 18-

- Cryptography 18- - Deduction 18-

- Electronics 18- - Instructor 18-

- Forgery (Documents, Credit Cards, Electronics, Web Sites, Programs, Apps, Servers, Online Hijacks & Impersonation(General)) 18-

- Interrogation 18- - Inventor 18-

- KS: Supers and Villains 17- - KS: Govts & Programs 17-

- KS: Militaries & Machines 17- - KS: General Lore 17-

- Lipreading 18- - Mechanics 18-

- Mimicry 18- - Persuasion 18-

- No Range Mods: Penalty Skill Levels: +10 vs. Range Mods w/EB

- Researcher, Geneticist,Surgeon: Prof: Appraise 18-

- Research 18- - Science Skill: Psionics 11-

- Security Systems 18-- Tactics 18-

- Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Medical Sensors, Sensor Jamming Equipment) Notes: Radar/Sonar 18-

- Teamwork 11- - Tracking 18-

Hover-Chair, all slots Nuclear Battery (Any SFX; Reduced End---Zero-End); all slots Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID)

- 1) Force Field (16 PD/16 ED/16 Mental Defense/10 Power Defense/12 Flash Defense: Mental Group/12 Flash Defense: Sight Group/12 Flash Defense: Hearing Group) (141 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 14

- 2) Deflector Shields: Missile Deflection (Bullets & Shrapnel) (22 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 3) Point Defense Anti-Personnel Beams: Killing Attack - Hand-To-Hand 1d6, +2 Increased STUN Multiplier, Penetrating, Continuous, Invisible Power Effects (Fully Invisible), Damage Shield (Offensive; Affects Mental And Physical Attackers) (86 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 9

- 4) Flight 16", Position Shift, x4 Noncombat (63 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 6

- 5) Projector: Sight Group Images 1" radius, +/-8 to PER Rolls, Alterable Size (58 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 6

- 6) Armor (12 PD/12 ED) (54 AP); OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 7) Knockback Resistance -7" (21 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 8) Life Support (Eating: Character only has to eat once per year; Extended Breathing: 1 END per 20 Minutes; Longevity: 200 Years; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (21 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 9) Lack Of Weakness for Mental Defense (7 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 10) Swimming +5" (6" total) (7 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID)

11) Become Email Packet: Shape Shift (Sight, Mental, Radio, Smell/Taste, Hearing, Touch and Mystic Groups), Instant Change, Makeover (57 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Linked (Teleportation; Lesser Power can only be used when character uses greater Power at full value), Limited Power Power loses about a third of its effectiveness (sort of like Hero ID), Requires A Background Skill Roll 6

- 12) Teleportation 1", No Relative Velocity, Position Shift, x2 Increased Mass, Transdimensional (Any SFX; EMailer Beam), MegaScale (1" = 10,000 km), Can Be Scaled Down 1" = 1km (66 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 7

- 13) Your I-Pad: Teleportation: Floating Fixed Location (1 Locations) (7 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 14) AIM-Home-Base: Teleportation: Fixed Location (1 Locations); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 15) HYDRA BASE: Teleportation: Fixed Location (1 Locations); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 16) Allen-Town PA Backup Hideout: Teleportation: Fixed Location (1 Locations); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID) 0

- 17) Auto-Dodge: +5 with DCV (37 AP); Limited Power Power loses almost all of its effectiveness (werf), OIF Bulky, Limited Power Power loses about a third of its effectiveness (sort of like Hero ID)

350+ Complications

Accidental Change: Electrical Attacks can affect hover-chair powers

Dependence: hover-chair "my doomsday chair"

Distinctive Features: Huge, Hideous, Obnoxious

Enraged: success of arch-enemies: Hulk. Ms-Marvel, Cpt.America, Iron Man

Hunted: Govt. SHIELD

Physical Limitation: Hover Chair Needed

Psychological Limitation: Vengeful

Psychological Limitation: Driven

Reputation: Disgusting & Inhuman

Rivalry: Professional (Zola, Skull, etc.; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

Social Limitation: cannot live normally (except online)

Susceptibility: Gravity Attacks

Vulnerability: Gravity Attacks

Vulnerability: Gravity Attacks

MODOK MADNESS: Speed is half Mental: only psychic actions on phases 2,6,10 ;on phases 4,8,12 act & move normally

225 Experience Points Total Complications Points: 825

Powers/Tactics: George Tarleton is subjected to a mutagenic process that grants him superhuman intelligence, including a computer-like memory, the ability to scour and retain large databanks of information very quickly and solve abstract mathematical problems nearly instantaneously. He also has the ability to calculate the mathematical probability of any given event occurring; an ability so strong that it borders on precognition. However, his creativity remains at average human level. As MODOK, the character also has psionic powers enabling him to mentally control both individuals and large groups, and generate force fields able to withstand minor nuclear explosions. Courtesy of AIM technology, MODOK wears a headband that enables him to focus his mental power into a devastating beam.

A side effect of the mutation was the growth of Tarleton's head to the point whereby his body can no longer support the weight, necessitating the use of an exoskeleton and hoverchair. The chair is equipped with a variety of weapons including missiles and lasers. Occasionally, Tarleton had the use of a giant humanoid vehicle that was proportionally sized to his head. Tarleton's organs also wear out quickly, necessitating the use of harvested clones, whose organs are used to sustain him.[35]

As the leader of A.I.M., MODOK has advanced technology and a personal army at his disposal.

Fantastic psionic abilities and superhuman calculating ability. Can form force field barriers effective against energy attacks, mentally produce heat and mental blasts of pure psionic energy, probe the minds of others, and recall any fact he has ever known. He can also convert himself into raw data and travel in the form of e-mail.

Campaign Use: Evil Genius, Commander, Psionic Piledriver

Appearance: permanently seated in supporting hover-chair.

extremely hideous. head is huge, must be supported by chair frame. limbs would atrophy if not for special equipment.

has an angry and bitter look on his stretched face. years of brroding have made him even less appealing, if that were possible.

__ Powers END

- Multi-Minded: Multipower, 135-point reserve, (135 AP); all slots Limited Power Power loses almost all of its effectiveness (werp)

- 1) Ripping Beam: Killing Attack - Ranged 2d6+1, +3 Increased STUN Multiplier, Based On EGO Combat Value (Mental Defense applies), Does BODY (131 AP); Limited Power Power loses almost all of its effectiveness (werp) 13

- 2) Ego Attack 4d6 (Additional Class of Minds class of minds), Does Knockback, Armor Piercing, Penetrating (112 AP); Limited Power Power loses almost all of its effectiveness (werp) 11

- 3) Telekinesis (22 STR), Affects Porous, Alterable Size, Fine Manipulation, Area Of Effect (One Hex), Affects Desolidified Any form of Desolidification (116 AP); Limited Power Power loses almost all of its effectiveness (werp) 12

- 4) Memory Rewrite: Mental Illusions 14d6+1 (Additional Class of Minds class of minds), Cumulative (123 AP); Limited Power Power loses almost all of its effectiveness (werp) 12

- 5) Head Bopper: Drain INT 8d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (120 AP); Limited Power Power loses almost all of its effectiveness (werp) 12

- 6) Mind Control 10d6+1 (Additional Class of Minds class of minds), Telepathic, Lingering +1 Phase, Cumulative (124 AP); Limited Power Power loses almost all of its effectiveness (werp) 12

- 7) Pyrokinetic Beam: Energy Blast 20d6 (100 AP); Limited Power Power loses almost all of its effectiveness (werp), No Knockback 10

- 8) Psy-Zapper: Mental and Mystic Groups, Danger Sense, Combat Sense, Spatial Awareness and Detect Flash 16d6 (71 AP); Limited Power Power loses almost all of its effectiveness (werp) 7

- 9) Confusion Atk: Entangle 4d6, 4 DEF, Takes No Damage From Attacks Limited Group, Based On EGO Combat Value (Mental Defense applies), Invisible Power Effects (Fully Invisible) (130 AP); Mental Maze Power loses about half of its effectiveness (PER Skill Rolls to Escape; use PER skill as BODY dmg.)

Super-Genius, all slots Limited Power Power loses almost all of its effectiveness (werp), Limited Power Power loses almost all of its effectiveness (werx), Limited Power Power loses almost all of its effectiveness (werf) [ Notes: Puzzle A Way Out: +30 STR, Requires An INT Roll (High INT Reduction), Reduced Endurance (0 END) (45 AP); Only To Escape Entangles And Grabs, No Figured Characteristics ;;;"+5 Overall Skill Levels, Usable By Others" (with whatever ads and limitations you think fit) to represent superior planning. The Super-Genius coordinates his allies' actions, and they benefit from his brilliance.;;;One Step Ahead Of You: Telepathy 10d6, Reduced Endurance (0 END); Requires A Deduction Roll, Extra Time (5 Minutes), Concentration (½ DCV throughout activation time -- must closely observe subject, including facial expressions), Only Surface Thoughts May Be Read, Does Not Provide Mental Awareness.;;;Intuitive Tracking: Mind Scan 10d6, Reduced Endurance (0 END); Requires A Deduction Roll, Extra Time (5 Minutes), Requires Proper Data Regarding Target To Be Located, Does Not Provide Mental Awareness.;;; Find Weakness with his main attack defined as Weak Spot Calculation. - s Armor Piercing Naked Advantage with RSR (Deduction), or a Perception Roll. .;;;I Perceive: Retrocognitive Clairsentience (Sight, Smell/Taste, Touch And Hearing Groups), Reduced Endurance (0 END) (105 AP); Retrocognition Only, Requires A Roll (Deduction roll), Time Modifiers, Must Be Able To Perceive Target With Normal Senses, 30 Real Points;;;] I knew you were going to do that: Combat Luck (15 PD/15 ED)

- 1) Psi-Reader: Retrocognitive Clairsentience (Mental Group), +3 to PER Roll, Discriminatory, Mobile Perception Point (can move up to 12" per Phase), Perceive into a single other dimension (63 AP); Limited Power Power loses almost all of its effectiveness (werp), Limited Power Power loses almost all of its effectiveness (werx), Limited Power Power loses almost all of its effectiveness (werf) 6

- 2) Mind Scan 20d6 (Additional Class Of Minds class of minds) (110 AP); Limited Power Power loses almost all of its effectiveness (werp), Limited Power Power loses almost all of its effectiveness (werx), Limited Power Power loses almost all of its effectiveness (werf) 11

- 3) Mind Link , Additional Class of Minds class of minds, Any Willing Target, Number of Minds (x16) (45 AP); Limited Power Power loses almost all of its effectiveness (werp), Limited Power Power loses almost all of its effectiveness (werx), Limited Power Power loses almost all of its effectiveness (werf)

Background/History: Origin : George Tarleton is a technician for the organization Advanced Idea Mechanics (AIM). Having recently created the artifact the Cosmic Cube, the AIM scientists use advanced mutagenics to alter Tarleton and create the super intelligent MODOC (acronym for Mental Organism Designed Only for Computing) to study and improve the object. MODOC, however, becomes ambitious and kills its former masters and takes control of AIM. Calling itself MODOK (Mental Organism Designed Only for Killing), it comes into conflict with the hero Captain America, who is intent on rescuing SHIELD agent Sharon Carter from AIM.[3]

Personality/Motivation: Vengeful, Hateful, Schemimg, Destrucive, Death Abandoned by AIM for these failures, the character revives long-time Hulk foe the Abomination, planning to use the monster against his superiors. The plan fails when the Abomination is revealed to be unstable, although during the course of the storyline MODOK transforms Dr. Katherine Waynesboro (an associate of Bruce Banner) into a female version of himself. Horrified by MODOK's callous disregard for life, Waynesboro demands to be restored to human form, and MODOK complies.[15] Wishing to disassociate themselves from MODOK, AIM hires the Serpent Society to assassinate the villain, with the character being killed by Death Adder.[16] The Serpent Society return MODOK's body to AIM, with the organization using it as a supercomputer. A rogue AIM agent remotely operates MODOK's body in a bid to destroy Iron Man, with the battle ending with the body's destruction.[17]

Quote: Yes, humanity is relative. You will retain everything that makes you Simon Williams. The Zeta Beam will imbue your living matter with ionic energy. You will become a wonder of science. The power at your disposal will be incalculable.

M.O.D.O.C.: I am M.O.D.O.C. I am the ultimate in human/machine interface. I am designed only for conquest.

The Wasp: Whatever you say freak show.

Dr. Doom: A very impressive debut for Scorpio. He certainly made the Super Hero Squad look foolish.

M.O.D.O.K.: Was that so hard? Have you seen their outfits?