Left of center. Or... The Bravo evolution.
Abilities: STR: 12 26 (2), CON: 14 (9), WIS: 18 (4)
Skills: Bluff 12 (17), Concentration 8 (17), Craft [Electronic] 12 (25), Diplomacy 8 (17), Intimidate 8 (17), Knowledge [Civics] 4 (21), Knowledge [Technology] 12 (+21)
Feats: Artificer, Benefit 8 (Diplomatic Immunity, Status: Ruler of Latveria, Wealth 6), Challenge (Durable Lie), Equipment 5, Inventor, Leadership, Luck, Master Plan, Ritualist, Skill Mastery (Craft [Chemical, Electronic, Mechanical], Disable Device)
Device 29 [Nuclear-Powered Battlesuit] (Hard to Lose; Power Feat: Accurate 2; 118pp)
Magic 12 (24pp)
Base Power: Mystic Binding 8 (Extra: Area [Burst; +1]; 0pp)
AP: Dimensional Gate (any mystical realm; 1pp)
AP: Mind Switch 12 (Extra: Continuous [Lasting; +1]; Flaw: Sense-Dependent [visual; -1]; 1pp)
AP: Mystic Blast 12 (1pp)
AP: Summon Minion 8 (Extra: Type [demons; +1]; 1pp)
Nuclear-Powered Battlesuit (145pp total)
Blast 14 (Power Feat: Variable Descriptor 2 [any technological]; 30pp)
AP: Paralyze 14 (Extra: Ranged 1]; Flaw: Duration [Concentration; -1]; 1pp)
Enhanced Strength 14 (14pp)
Flight 6 (500 MPH; 12pp)
Immunity 9 (Life Support; 9pp)
Protection 14 (Extra: Impervious [+1]; 28pp)
Super-Senses 11 (Detect Chemicals 3 [Acute, Analytical], Distance Sense, Infravision, Radar 9 [Extended 4, Uncanny Dodge], Ultra-Hearing; 11pp)
Super-Strength 2 (Heavy Load: 2 tons; 4pp)
Equipment: Broomhandle Mauser (Heavy Pistol; 8ep)
Headquarters “Castle Doom” (17ep)
Size: Huge; Toughness: 15; Features: Communications, Computer, Defense System, Hangar, Holding Cells, Laboratory, Library, Living Space, Power System, Security System 2 (DC 25), Workshop
Combat: Attack 4 flat-footed); Initiative +2
Saves: Toughness 14 Impervious), Fortitude +5, Reflex +5, Will +12
Abilities 44 + Skills 31 (124 ranks) + Feats 21 + Powers 146 + Combat 28 + Saves 14 – Drawbacks 0 = Total 284
Complications: Accident (overconfidence), Enemy (many), Hatred (Reed Richards), Obsession (megalomania), Responsibility (Latveria)
:arrow: This build does not include the many minions and followers that Doom has access to in Latveria. Nor have I bothered statting Doombot duplicates of Doom, since Doom is just assumed to be a Doombot if he’s defeated and it suits the GM. Obviously, this is the epitomy of using GM Fiat, unless Doom hasn’t yet used his extra Hero Point for his Luck feat, in which case, this isn’t even treated as a complication; it’s just a fact of life when facing Doom!
:arrow: In some ways, you could argue that Doom is second-rate at everything; he’s not as smart as Mister Fantastic, his battlesuit’s not as high-tech or as powerful as Iron Man’s, and his mastery of magic is not as advanced as Doctor Strange’s. But, he’s nearly as good as those three heroes combined! This makes for a versatile, and expensive, supervillain who isn’t very high in PL.
:arrow: Doom’s “force field” isn’t typical; he can’t attack through it, so he needs to lower it in order to go on the offensive (besides which, it requires Concentration to maintain). Also note that Doom has used a variety of special attachments to his armor, such as his molecular expander, which are treated as power stunts of his primary Blast array. The aforementioned molecular expander, for example is a Permanent Create Object (and also one of my favorite assists from Marvel vs. Capcom 2).
:arrow: Against enemies that Doom considers beneath him…well, he considers everyone beneath him, but against those he considers really, really beneath him, Doom uses an old-fashioned pistol, a Broomhandle Mauser.