Jump to content

PL10 180PP Octopus-Boy


Recommended Posts

In Brief: Guillermo del Toro shoves Miles Morales, Tim Drake, and Matt Murdock into a blender.

large.OctomanV4.jpg.10dd2763ccaccd3843c632815ac0a9a0.jpg

Character: Octoman

Power Level: 12 (Built as PL10)

Tradeoffs: None (At PL10: +2 Attack / -2 Damage, +2 Defense / -2 Toughness)

Power Points: 180/180

Unspent Points: 0

 

Catchphrases & Nicknames: "Octo-Boy" (He does not like this one); "Señor Ocho"; "The Outrageous Octoman"; "The Crime-Fighting Kraken"; "The Loudmouth Leviathan"; "Who ordered the calamari?"

Alternate Identity: Benicio Wang

Identity: Secret

Legal Status: USA citizen (minor) with no criminal record

Birthplace: Brooklyn, New York

Base of Operations: Freedom City, New Jersey

Residence: An apartment in the West End

Occupation: Student

Affiliations: None

Family: Amaya Molina Santiago (Mother), Diego Wang (Father), Sofia Santiago Vasquez (Maternal Grandmother), Benicio Molina Ramirez (Maternal Grandfather), Jasmine Guinto-Wang (Paternal Grandmother), Asher Wang (Paternal Grandfather), Several unnamed aunts, uncles, and cousins

 

 

DESCRIPTION

Age: 16 (Date of Birth: 2003)

Apparent Age: 16

Gender: Male

Ethnicity: Mother is Puerto Rican Afro-Latina. Father is half Ashkenazi Jewish, half Filipino.

Height: 5'9"

Weight: 150 lbs.

Hair: None (Formerly Black)

Eyes: Yellow (Formerly Brown)

 

Because of his mixed ancestry, Ben's actual ethnicity is difficult for people to guess at first glance. He has soft features which draw frequent comparisons to Bruno Mars. His build is that of a typical semi-athletic lanky teenager. He appears to be a normal human at first glance, especially if he is using his shapeshifting powers. But a closer inspection of his default form would reveal oddities. His flesh is completely hairless, and it has several new orifices which are not present in a normal human. When not in use, they are closed, appearing to be folds or lines in his skin, which he passes off as "scars". He has three such folds on each side of his neck, one each on the palms of his hands and the soles of his feet, another on each forearm, and several along the sides and back of his torso. An x-ray would reveal his lack of a rigid skeleton, and several new organs and muscular structures. His blood is slightly radioactive; not dangerously so, but enough for Geiger counters to register his presence with a noticeable uptick. It is purple, since it contains a mix of both the hemoglobin found in humans (which is red, since it contains iron), and the hemocyanin found in cephalopods (which is blue, since it contains copper). It is also thick, like syrup, and held under high pressure, pumped by three powerful hearts. His powers make it less likely that his blood will be shed in the first place, but if it is, it is less likely to drip, and more likely to spray as though he were a character in a schlock action movie or anime series.

 

Ben technically walks around naked most of the time. Both his normal street clothes and his superhero "costume" are just manifestations of his ability to change the shape, texture, and color of his own flesh. When he is out of costume, he often uses his shapeshifting power to recreate his former hair color, eye color, and Afro hairstyle, and to obscure his "scars". When he is "in costume", the impossibly perfect way that the "fabric" clings to his skin is a clue for close observers to its true nature. His "mask" somehow clings so perfectly to his face that all of his facial expressions are visible, and the "mouth hole" never falls out of place or exposes any of his skin, no matter how much he moves, talks, or gets punched in the face.

 

 

HISTORY

Benicio Wang was born in Brooklyn to Gen-X parents, a Puerto Rican mother (a public defender) and an Ashkenazi father (a baker). He frequently jokes that all this makes him the most Brooklyn guy who ever lived. If one of his parents are within earshot, they will then remind him that they moved to Freedom City when he was a small child, and visiting his grandparents during the holidays doesn't make him a New Yorker.

 

Ben met Geckoman in 2010, though Gecks probably doesn't remember. The 18-year-old superhero was occupied with defending Freedom City from the third Grue invasion, and working things out with his supervillain girlfriend. But Ben will never, ever forget it. He was only 7 years old when his family found themselves trapped in the Millennium Mall, huddling behind an increasingly fatigued and desperate Spellbound. Ben was impressed with her and the lightning-wand she used to zap away the invading aliens, but with her black costume and icy demeanor, she scared the boy almost as much as the Grue. But when the brightly-colored, wise-cracking Geckoman dropped down through the skylight and started jumping around, tossing boomerangs, and kicking giant monsters in the face, little Ben's fear evaporated. From that day forward, Ben was a lifelong #Geckofan.

 

Eight years later, Doctor Cooper Seidel was hard at work trying to stabilize and enhance his universal antivenom serum, and his resulting transformation into the reptile monster Goanna. He had retained a gang of hired thugs who had helped him steal the lab equipment, rare animal specimens, and radioactive materials he needed. His latest experiments involved irradiating the animals before harvesting their DNA and venom for an improved serum. He even took the precaution of monitoring local law enforcement communications, so he had advance warning when the multi-agency task force finally found his hideout and moved to raid it. Seidel and his henchmen hastily loaded the animal specimens into a truck and escaped just as the tactical units broke down his door. The truck had enough of a lead that they might have escaped, if a bystander hadn't lost their grip on their dog's leash. Or if the dog hadn't then run out into the middle of the road. Or if Ben, just past his 15th birthday, hadn't run out into the road after the dog to scoop it up. Or if Seidel's henchman hadn't swerved at high speed to avoid Ben and lost control of the truck, flipping and crashing it. The tanks broke, spilling water and a menagerie of radioactive venomous animals into the street.

 

The truck had clipped Ben, sending him flying several feet away. He was dazed for a few moments, before the rush of cold salt water on the asphalt under him cleared his head. He saw a tiny yellow octopus crawling on his hand, and had just enough time to think it was cute before it bit him. Seidel ordered his henchmen to gather up the escaped test subjects, but no amount of money could convince them to pick up a bunch of radioactive poisonous creatures with their bare hands. While Ben was wracked with painful muscle spasms which quickly grew into projectile vomiting, diarrhea, and a full-blown seizure, an enraged Seidel transformed back into Goanna and slaughtered his own "cowardly and incompetent" henchmen, along with the occupants of the first couple of police cars who responded to the crash. Goanna intended to do the same to the bumbling idiot boy who had ruined everything, but when he saw that one of his test subjects had already done the work for him, he merely laughed while the boy suffocated on the pavement. Knowing that some combination of the FCPD's STAR squad, AEGIS, or one or more superheroes would show up soon, Goanna fled into the sewers. Seidel showed up at the hospital where Ben had been taken later that same night, intent on harvesting samples from the boy's corpse, since it was all the remained of months of research. He was surprised to learn that the boy had survived. He took careful note of the boy's name, and resolved to keep him under close surveillance.

 

Ben received prompt medical attention, and he made a full recovery, except that he's been completely deaf since waking up in the hospital. Hearing loss isn't a normal symptom of either vehicular collisions or tetrodotoxin poisoning, but the doctors had no other idea what could have happened. It wasn't until several days after he was discharged from the hospital that Ben's body began to change significantly, revealing the full mutagenetic nature of the irradiated octopus venom he'd been injected with.

 

 

PERSONALITY & MOTIVATION

Ben is bright, inquisitive, and altruistic, but he can't keep his big mouth shut. Growing up as the latchkey-kid only child of two workaholic parents has turned him into a bit of an unconscious attention-seeker. He likes to make an entrance. He has an opinion about everything. If he's not rambling, he's arguing. If a joke or an insult comes to his mind, then it also comes out of his mouth. He never stops trash-talking during a competition or a fight. He's actually a pretty sensitive kid, but he never met an emotion he couldn't hide under sarcasm or just drown out with his motor-mouth. He doesn't know how to pick his battles, and his refusal to let the slightest disagreement, injustice, or insult go unchallenged gets him into trouble. But even when he's railing against injustice, he generally tries to keep things light. He'll keep making bad jokes and puns past the point where anyone is laughing (if they ever were to begin with).

 

After his brush with death, Ben just felt lucky. But once his powers manifested, weird though they are, he felt blessed. Ben has two passions in life: Hacking, and superheroes. He maintains active accounts on both HeroHouse and TroubAlert (Username: Geckofan). He's been obsessed with Geckoman in particular (and, to a lesser extent, the rest of his Young Freedom and Interceptors teammates) since he was seven years old. He had resigned himself to, maybe, at best, using his hacking skills to play a support role for a superhero someday. But he desperately wanted to be an actual superhero, just like Gecks. His resulting disability and (slight) disfigurement have put a damper on his enthusiasm, but only a slight one. He's still having trouble adjusting, but he loves being a superhero more than he misses his hearing.

 

 

POWERS & TACTICS

Ben has a surprising amount of hand-to-hand combat training for a teenager. He's been wrestling since junior high, and he's been taking self-defense classes since he was seven (they weren't a hard sell for his parents after he almost died in the Grue invasion). His superhuman agility and flexibility, his bundle of sticky tentacles stretching and lashing out for dozens or hundreds of feet in every direction, his lack of response to any auditory stimuli, and his youthful recklessness and loud mouth all combine to make him a confusing and irritating opponent. He can potentially attack or evade in any direction. He can lash out with his tentacles like whips, use them to grab a foe and pull them in for a punch or a kick, or use them to pull himself in close for the same. He will frequently wrap his tentacles around a foe, and then slam that foe into objects, terrain, or even other foes. His ink sprays and venomous bite make him even more unpredictable.

 

Ben was a normal human, but an injection of radioactive octopus venom mutated him into a human-cephalopod hybrid. His body has grown several new glands, organs, and orifices.

 

He has almost no bones left in his body. Most of them have transformed into cartilage and muscle. So while his body looks "solid" from the outside, he can bend, stretch, and compress his flesh, contorting into any position and squeezing through any crevices. His skin can secrete a clear mucous which acts as a lubricant to aid this process. The outer layers of his flesh are so flexible and malleable that he can change the texture of his skin at will. His skin cells contain pigments which can be released with muscle contractions in a virtually infinite variety of combinations, allowing him to change his coloration to anything he can imagine. These traits allow him to effectively becoming invisible in the normal visual light spectrum, or to mimic the appearance of any object or creature. This also makes it impossible for foes in hand-to-hand combat to keep a grip on him.

 

His whole body is basically one giant muscle, granting him superhuman strength, agility, stamina, and to a lesser extent, resilience. With his thick skin, powerful, flexible muscles, and lack of a rigid skeleton, he is able to absorb traumatic impact, cuts and blunt force alike, with less likelihood of real injury. He has grown several "back-up organs", which make it less likely that any wounds he suffers will be debilitating. He has three hearts, and enough brain and nervous tissue running throughout his body to act as a second brain and spinal cord. He has what would be considered a "weak healing factor" by superhuman standards (not enough for Regeneration or Impervious Toughness, but enough for a superhuman Constitution score). He doesn't heal much "faster" than a normal human, but he heals "better". His body can repair minor damage quickly, and more severe wounds are less likely to happen in the first place. If they do happen, then he takes about as long as a normal human to recover from them, but, given time to recuperate, he will reliably make a full recovery from trauma which would cripple or kill a normal person. Like a cephalopod, his body can even regrow lost limbs. He isn't technically immune to fatigue, disease, infection, radiation, or extremes of temperature or pressure, but his body is so effective at fighting them off that sometimes it seems like he is. He has, for lack of a better term, "super-health".

 

New orifices on his forearms and on the sides and back of his torso can deploy tentacles*, which can stretch for hundreds of feet. The same neural tissue running through the rest of his body also runs through the tentacles, allowing his brain to control all of them perfectly. (*Technically, these new limbs are "arms", rather than "tentacles", since they have suckers along their entire length, instead of just at the ends, but this distinction only matters to marine biologists.)

 

His body contains a network of hollow tubes and bladders similar to a cephalopod siphon. He can use muscular contractions to force fluids through those tubes and out of his body, through a series of new orifices on the palms of his hands, the soles of his feet, and his lower back. The primary use of his internal siphon is locomotion. By forcing air or water through it, he creates jet propulsion, launching himself through the water or up into the air.


A substantial portion of his extra brain tissue is devoted to processing visual and olfactory input, and the suckers on his tentacles act as extra noses and tongues. His senses of sight, smell, and taste are enhanced far beyond those of a normal human. His eyes can perceive a wider array of color at finer detail, and he has excellent night vision. He can distinguish fine details in scent and taste, and track them to their source like a bloodhound.

 

His body is truly amphibious, adapted equally well to life in open air or under water. His aforementioned increased visual acuity allows him to see perfectly in the dim light of deep water. He has gills on the sides of his neck, which remain closed in open air but which allow him to breathe while he is under water. His skin acts as near-perfect insulation, keeping him from losing his body heat. His blood contains both hemoglobin and hemocyanin, so it is equally effective at keeping his tissues oxygenated in both open air and freezing deep water. His siphon allows him to regulate his internal fluid pressure, which, along with his flexible muscles, lets him adapt to the crushing weight of the deep sea.

 

His internal siphon can also expel the pungent, opaque black ink produced by another one of his new organs. He can release it gradually, creating a cloud which provides cover (the gas quickly dissolves in open air, so it is equally effective under water or on dry land), or he can fire a concentrated burst of ink directly into the face of an enemy, temporarily blinding them and overwhelming their olfactory senses in a manner similar to that of tear gas or pepper spray.

 

His head contains venom sacs, which produce a paralytic poison similar to that of the octopus who bit him. His body injects this poison with a combination of a pharyngeal jaw and a proboscis: A pair of pincers, similar to a cephalopod beak, on the end of a second tongue, hidden under his original tongue, which can telescope over a foot from his mouth, fully extending in a fraction of a second. His own body is immune to this venom, and most others.

 

 

COMPLICATIONS

 

Accidents: Ben is inexperienced and reckless. The GM can give him a Hero Point in exchange for declaring that Ben's actions have created some sort of hazard, which he must drop his current task to deal with.

 

Alien Blood: Ben's blood is a wildly different color and consistency from normal human blood, and it is slightly radioactive. Once it leaves his body, it is no longer subject to his Morph power, and its true nature is revealed. Since his blood pressure is so much higher than that of a normal human, when his blood does leave his body, it is usually quite obvious. It is not dangerous, but Geiger counters will register a noticeable uptick in its presence. The GM can give Ben a Hero Point if his blood causes some sort of setback. Examples include revealing his presence when it would otherwise go unnoticed, or social interaction turning hostile when he is revealed as something not quite human.


Disability (Deaf): Ben permanently has the Deafened condition (Mutants & Masterminds 2nd Edition, page 171). He suffers a -4 penalty to Initiative, and he automatically fails auditory Notice checks (Mutants & Masterminds 2nd Edition, page 52). Ben has another Acute Radius sense, his normal olfactory sense, but that doesn't necessarily provide him with the same information that an auditory sense would. The GM can give him a Hero Point every time he suffers a setback due to his inability to hear. The most common example would be a failure on his part to correctly read another person's lips while they speak. According to the Masterminds Manual, page 14, in order to read lips, he must make a visual Notice check at +5DC. According to Mutants & Masterminds 2nd Edition, pages 51-52, this is a base DC10 check, since it is DC0 to notice something standing out in the open but DC10 to perceive fine details about it. With the +5 penalty, the Notice check for lip reading would have a base DC15, with an additional +5 DC if the GM decides that Ben is "distracted", and another +1DC for every 10ft Notice increment between Ben and the person whose lips he's trying to read. If he fails by 1-4, then he can't make out what they're saying, and if he fails by 5+, then he misinterprets their words.

 

Enemy (Goanna): The GM can give Ben a Hero Point when Goanna shows up to make an already bad situation worse. Since Goanna knows Ben's secret identity, he could show up anywhere, at any time.


Loudmouth: Ben doesn't know when to keep his big mouth shut. The GM can give Ben a Hero Point when he creates a setback for himself by mouthing off. Alternately, the GM can give another character a Hero Point when Ben creates a setback for them. If the GM doesn't feel that Ben is being sufficiently mouthy, then they can give him a Hero Point in exchange for forcing him to mouth off in a situation where doing so will create a setback for him. Alternately, the GM can give another character a Hero Point and force Ben to mouth off in a way which will create a setback for that other character.

 

Obsession (Geckoman): The GM can give Ben a Hero Point if Ben creates a setback for himself due to his obsessive hero-worship of Geckoman, such as neglecting his responsibilities or ruining a social interaction. The GM can also give him a Hero Point in exchange for forcing him to do this.

 

Power Loss (Immunity to Critical Hits): Ben has Immunity to Critical Hits because a strike to a critical area is unlikely when he has no skeleton, three hearts, and enough brain and nerve tissue spread throughout his body to effectively have a back-up brain and spinal cord. However, he does have other vital organs which do not have back-ups, so a critical hit is still technically possible. When a villain scores a critical hit against Ben, the GM can give Ben a Hero Point in exchange for temporarily nullifying his Immunity and giving the villain the usual +5 damage bonus.

 

Power Loss (Ink, Venom): Ben's body produces ink and venom which he can use as weapons, but it does not produce an infinite supply, and once depleted, it takes time to replenish. The GM can give Ben a Hero Point when he tries to use one of these powers in exchange for declaring that he has run out of "ammunition".

 

Prejudice: Ben is black, Latino, Asian, Jewish, disabled, and a mutate. The GM can give him a Hero Point when another character's ignorance of and/or prejudice against one or more of these groups creates a setback for him.

 

Responsibilities (Family, School): The GM can give Ben a Hero Point when he faces a setback on account of obligations to his parents or his schoolwork. For example, the GM can give him a Hero Point at the start of a day or thread and declare that he is Fatigued because he didn't have time to get enough sleep.

 

Secrets (Identity, Mutation): The GM can give Ben a Hero Point when he has a task to accomplish, but is hindered by the need to protect his identity, and/or his nature as a mutate.

 

Sensory Overload (Olfactory, Visual): Ben has enhanced smell, taste, and vision. The GM can give him a Hero Point in exchange for increasing the effective power rank of sensory powers like Dazzle which target those sense types.

 

Status (Minor):  It's possible that Ben might face a setback on account of his legal age which even his Morph power and high Bluff score couldn't get him out of. If the GM can come up with one, then they can give him a Hero Point in exchange for inflicting it upon him.

 

 

ABILITIES 24PP

Strength: 26/14 (+8/+2), 41/14 Lifting (Heavy Load: 7,360 lbs. [3.68 tons] / 175 lbs.)

Dexterity: 34/14 (+12/+2)

Constitution: 26/14 (+8/+2)

Intelligence: 16 (+3)

Wisdom: 10 (+0)

Charisma: 16 (+3)

 

 

COMBAT 16PP

Initiative: +12/-2 (+12/+2 Dex, +4 Enhanced Improved Initiative, -4 Deafened)

Attack: +12 Melee (+4 Base, +8 Attack Focus [Melee]), +4 Ranged (+4 Base)

Grapple: +37/+14 vs one target, +33/+14 vs multiple targets (+12 Melee Attack, +12/+2 Dexterity, +4 Additional Limbs, +6 Elongation, +3 Super-Strength), Escapes automatically with Insubstantial

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback Resistance: 4/1

 

 

SAVING THROWS 8PP

Toughness: +8/+2 (+8/+2 Con)

Fortitude: +8/+2 (+8/+2 Con, +0PP)

Reflex: +12/+2 (+12/+2 Dex, +0PP)Evasion

Will: +8 (+0 Wis, +8PP)

 

 

SKILLS 64R = 16PP

Acrobatics 3 (+15/+7)

Bluff 17 (+20)Taunt

Computers 17 (+20)

Disguise 0 (+3, Up to +38 with Morph)

Escape 0 (+18/+2, Automatic with Insubstantial)

Knowledge (Pop Culture) 7 (+10)

Knowledge (Technology) 2 (+5)

Languages 6 (American Sign Language [ASL], English [Native], Hebrew, Puerto Rican Sign Language [PRSL], Spanish, Tagalog, Yiddish)

Notice 5 (+12/+5)Deafened

Search 2 (+10/+5)

Stealth 3 (+15/+5)

Swim 2 (+10/+4)Swimming

 

 

FEATS 23PP

Attack Focus (Melee) 8

Chokehold

Dodge Focus 8

Grapple Finesse

Luck 2

Online Research

Taunt

Well-Informed

Enhanced:

Environmental Adaptation (Underwater)

Evasion

Improved Initiative

 

 

POWERS 93PP

 

Concealment 2 (Normal Vision, Extras: Action [Reaction], Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting)

 

Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Health, Super-Toughness)

 

Enhanced Dexterity 20 (Feats: Evasion, Improved Initiative) [22PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses)

 

Enhanced Skills 12 (Notice 7, Search 5) [3PP] (Descriptors: Mutation, Super-Senses)

 

Features 2 (Environmental Adaptation [Underwater], Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting)

 

Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [6PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands)

 

Morph 1 (+5 Disguise, Any Form) [3PP] (Descriptors: Mutation, Shapeshifting)

 

Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP]

 

Base Power: [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

Leaping 4 (x25, Running Long Jump: 450ft) [4PP]

 

Alternate Power: [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swim checks) [4PP]

 

Octopus Power 13 (26PP Array, Feats: Alternate Power 4) [30PP]

 

Base Power: [5 + 3 + 12 + 6 = 26PP]

 

Additional Limbs 4 (+10 Limbs, Extras: Duration [Sustained], Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles)

 

Elongation 6 (250ft Max Elongation, Elongate 300ft per Move Action, Free action to retract, 60ft Range Increments for elongated melee attacks, Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles)

 

Enhanced Strength 12 [12PP] (Descriptors: Mutation, Super-Strength)

 

Super-Strength 3 (Lifting Strength: 41, Heavy Load: 7,360 lbs. [3.68 tons]) [6PP] (Descriptors: Mutation)


Alternate Power: [22 + 4 = 26PP] (Descriptors: Focused Spray of Concentrated Pungent Ink, Mutation)

 

Dazzle 8 (Sense Types: Olfactory + Visual, Flaws: Range [Touch], Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [22PP] (Descriptors: Focused Spray of Concentrated Pungent Ink, Mutation)

 

Obscure 2 (Sense Types: Olfactory + Visual, Area: 10ft radius, Extras: Independent, Total Fade [4 rounds], Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [4PP] (Descriptors: Cloud of Opaque Pungent Ink, Mutation)

 

Alternate Power: [6 + 18 = 24PP] (Descriptors: Mutation, Shapeshifting)

 

Insubstantial 1 (Feats: Subtle) [6PP]

 

Morph 6 (7, +35 Disguise, Any Form) [18PP]

 

Alternate Power: [26PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom)

Paralyze 8 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Improved Critical 2 [18-20]) [26PP]

 

Alternate Power: [26PP] (Descriptors: Mutation, Tentacles)

Snare 8 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective, Flaws: Duration [Concentration], Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 200ft]) [26PP]

 

Regeneration 1 (Recovery 1 [+9], Feats: Regrowth) [2PP] (Descriptors: Mutation, Regeneration, Super-Health)

 

Super-Movement 2 (Wall-Crawling 2) [4PP] (Descriptors: Mutation, Suckers)

 

Super-Senses 5 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [5PP] (Descriptors: Mutation)

 

 

Abilities (24) + Combat (16) + Saving Throws (8) + Skills (16) + Feats (23) + Powers (93) - Drawbacks (0) = 180/180 Power Points

 

Edited by Grumblefloof
Link to comment

Fun Elongation fact:

 

Quote

At rank 3 or higher, you can move more quickly than normal by stretching out to a spot as a move action and pulling the rest of your body in after you, or extending your limbs to give you a longer stride. The maximum distance you can move in this way is the amount you can elongate in a single move action. You can take two move actions to double the distance (as a full round action) but you can’t move “all out” with Elongation.

 

With Elongation 6, that's 250ft you can pull yourself in a single move action, equivalent to having rank 2 in Speed or Flight, without being slowed down by any rough terrain. That's why I didn't bother taking Speed to go with the Super-Movement (Swinging), and why I didn't take Super-Movement (Sure-Footed) even though it would work for modeling a "spider-walker" who can effectively ignore rough terrain.

 

EDIT: ...Come to think of it, with Elongation and Wall-Crawling, I don't even need Swinging, do I?

Edited by Grumblefloof
Link to comment

Here's an alternate build I'm considering with 10/10 combat traits instead of his current 12/8.

 

 

Character: Octoman

Power Level: 12 (Built as PL10)

Tradeoffs: None

 

 

ABILITIES 24PP

Strength: 30/14 (+10/+2), 50/14 Lifting (Heavy Load: 12 tons / 175 lbs.)

Dexterity: 30/14 (+10/+2)

Constitution: 26/14 (+8/+2)

Intelligence: 16 (+3)

Wisdom: 10 (+0)

Charisma: 16 (+3)

 

 

COMBAT 16PP

Initiative: +10/-2 (+10/+2 Dex, +4 Enhanced Improved Initiative, -4 Deafened)

Attack: +10 Melee (+4 Base, +6 Attack Focus [Melee]), +4 Ranged (+4 Base)

Grapple: +34/+12 vs one target, +30/+12 vs multiple targets (+10 Melee Attack, +10/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +4 Super-Strength)

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback Resistance: 5/2, 4/1 Flat-Footed

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch*

DC25 Toughness (Staged)

Damage (Physical)

Mass Tentacles

Touch/Area

DC20 Reflex

Bound (Helpless)

Ink Spray

Touch +20ft

DC20 Reflex

Dazzle Olfactory + Visual

 

 

DC20 Fortitude

Recover

Venomous Bite

Touch

DC20 Fortitude (Staged)

Slowed/Paralyzed

*Up to 250ft with Elongation.

 

 

SAVING THROWS 10PP

Toughness: +10/+4 (+8/+2 Con, +2 Defensive Roll), +8/+2 Flat-Footed

Fortitude: +8/+2 (+8/+2 Con, +0PP)

Reflex: +12/+4 (+10/+2 Dex, +2PP)Evasion

Will: +8 (+0 Wis, +8PP)

 

 

SKILLS 56R = 14PP

Acrobatics 2 (+15/+4)

Bluff 15 (+18)Taunt

Computers 15 (+18)

Disguise 0 (+3, +8 or +48 with Morph)

Escape 0 (+16/+2, Automatic with Insubstantial)

Knowledge (Pop Culture) 7 (+10)

Knowledge (Technology) 2 (+5)

Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish)

Notice 5 (+12/+5)Deafened

Search 2 (+10/+5)

Stealth 2 (+15/+4)

Swim 3 (+15/+5)Swimming

 

 

FEATS 21PP

Attack Focus (Melee) 6

Chokehold

Defensive Roll (+2 Toughness)

Dodge Focus 6

Grapple Finesse

Luck 3

Online Research

Taunt

Well-Informed

Enhanced:

Environmental Adaptation (Underwater)

Evasion

Improved Initiative

 

 

POWERS 97PP

 

Concealment 2 (Normal Vision, Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting)

 

Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness)

 

Enhanced Dexterity 16 (Feats: Evasion, Improved Initiative) [18PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes)

 

Enhanced Skills 20 (Acrobatics 3, Notice 7, Search 5, Stealth 3, Swim 2) [5PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses)

 

Features 2 (Environmental Adaptation [Underwater], Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting)

 

Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [4PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands)

 

Morph 1 (+5 Disguise, Any Form) [3PP] (Descriptors: Mutation, Shapeshifting)

 

Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP]

 

Base Power: [4PP]

Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Alternate Power: [4PP]

Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Octopus Power 16 (32PP Array, Feats: Alternate Power 4) [36PP]

 

Base Power: [5 + 3 + 16 + 8 = 32PP]

 

Additional Limbs 4 (+10 Limbs, Extras: Duration [Sustained], Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles)

 

Elongation 6 (250ft Max Elongation, Elongate 300ft per Move Action, Free action to retract, 60ft Range Increments for elongated melee attacks, Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles)

 

Enhanced Strength 16 [16PP] (Descriptors: Mutation, Super-Strength)

 

Super-Strength 4 (Lifting Strength: 50, Heavy Load: 12 tons) [8PP] (Descriptors: Mutation)

 

Alternate Power: [26 + 6 = 32PP]

 

Dazzle 10 (Sense Types: Olfactory + Visual, Flaws: Range [Touch], Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [26PP] (Descriptors: Ink Spray, Mutation)

 

Obscure 3 (Sense Types: Olfactory + Visual, Area: 25ft radius, Extras: Independent, Total Fade [6 rounds], Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [6PP] (Descriptors: Ink Cloud, Mutation)

 

Alternate Power: [6 + 24 = 32PP]

 

Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting)

 

Morph 8 (9, +45 Disguise, Any Form) [24PP] (Descriptors: Mutation, Shapeshifting)

 

Alternate Power: [32PP]

Paralyze 10 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Improved Critical 2 [18-20]) [32PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom)

 

Alternate Power: [32PP]

Snare 10 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective, Flaws: Duration [Concentration], Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 250ft]) [32PP] (Descriptors: Mutation, Tentacles)

 

Regeneration 1 (Recovery 1 [+9], Feats: Regrowth) [2PP] (Descriptors: Mutation)

 

Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers)

 

Super-Senses 5 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [5PP] (Descriptors: Mutation, Suckers)

 

 

Abilities (24) + Combat (16) + Saving Throws (10) + Skills (14) + Feats (21) + Powers (97) - Drawbacks (0) = 182/182 Power Points

Link to comment

And here's a maxed-out version:

 

 

Character: Octoman

Power Level: 13 (Built as PL10)

Tradeoffs: None (At PL10: +2 Attack / -2 Damage, +2 Defense / -2 Toughness)

Power Points: 250/250PP

Unspent Points: 0

 

 

ABILITIES 42PP

Strength: 26/16 (+8/+3), 66/14 Lifting (Heavy Load: 235,520 lbs. [117.76 tons] / 230 lbs.)

Dexterity: 34/16 (+12/+3)

Constitution: 26/16 (+8/+3)

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 20 (+5)

 

 

COMBAT 24PP

Initiative: +20/-1 (+8/+3 Dex, +12 Enhanced Improved Initiative, -4 Deafened)

Attack: +12 Melee (+6 Base, +6 Attack Focus [Melee]), +6 Ranged (+6 Base)

Grapple: +42/+15 vs one target, +38/+15 vs multiple targets (+12 Melee Attack, +12/+3 Dexterity, +4 Additional Limbs, +6 Elongation, +8 Super-Strength)

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback Resistance: 4/1

 

 

SAVING THROWS 10PP

Toughness: +8/+3 (+8/+3 Con)

Fortitude: +10/+5 (+8/+3 Con, +2PP)

Reflex: +12/+3 (+12/+3 Dex, +0PP)Evasion

Will: +10 (+2 Wis, +8PP)

 

 

SKILLS 85/88R = 22PP

Acrobatics 2 (+15/+5)Skill Mastery

Bluff 15 (+20)Distract, Fascinate, Second Chance, Skill Mastery, Taunt

Computers 15 (+20)Second Chance, Skill Mastery, Ultimate Skill

Disguise 0 (+5, +10 or +50 with Morph)

Escape 0 (+18/+3, Automatic with Insubstantial)

Knowledge (Current Events) 10 (+15)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Pop Culture) 15 (+20)

Knowledge (Technology) 10 (+15)

Knowledge (Theology & Philosophy) 1 (+6)

Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish)

Notice 3 (+15/+5)Deafened

Search 0 (+15/+5)

Sleight of Hand 2 (+15/+5)Skill Mastery

Stealth 2 (+15/+5)

Swim 2 (+15/+5)Swimming

 

 

FEATS 30PP

Acrobatic Bluff

Attack Focus (Melee) 6

Chokehold

Distract (Bluff)

Dodge Focus 6

Fascinate (Bluff)

Grapple Finesse

Improved Disarm

Improved Pin

Improved Trip

Luck 3

Online Research

Second Chance 2 (Bluff, Computers)

Skill Mastery (Acrobatics, Bluff, Computers, Sleight of Hand)

Taunt

Well-Informed

Ultimate Skill (Computers)

Enhanced:

Environmental Adaptation (Underwater)

Evasion

Improved Initiative 3

 

 

POWERS 122PP

 

Additional Limbs 4 (+10 Limbs, Extras: Duration [Sustained], Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles)

 

Concealment 2 (Normal Vision, Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting)

 

Elongation 6 (250ft Max Elongation, Elongate 300ft per Move Action, Free action to retract, 60ft Range Increments for elongated melee attacks, Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles)

 

Enhanced Constitution 10 [10PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness)

 

Enhanced Dexterity 18 [18PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes)

 

Enhanced Feats 4 (Evasion, Improved Initiative 3) [4PP]

 

Enhanced Skills 28 (Acrobatics 1, Notice 10, Search 10, Sleight of Hand 1, Stealth 1, Swim 5) [7PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses)

 

Features 2 (Environmental Adaptation [Underwater], Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting)

 

Immunity 6 (Critical Hits, Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [6PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands)

 

Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting)

 

Morph 1 (+5 Disguise, Any Form) [3PP] (Descriptors: Mutation, Shapeshifting)

 

Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP]

 

Base Power: [4PP]

Leaping 4 (x25, Running Long Jump: 450ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Alternate Power: [4PP]

Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Octopus Power 13 (26PP Array, Feats: Alternate Power 4) [30PP]

 

Base Power: [10 + 16 = 26PP]

 

Enhanced Strength 10 [10PP] (Descriptors: Mutation, Super-Strength)

 

Super-Strength 8 (Lifting Strength: 66, Heavy Load: 235,520 lbs. [117.76 tons]) [16PP] (Descriptors: Mutation)


Alternate Power: [22 + 4 = 26PP]

 

Dazzle 8 (Sense Types: Olfactory + Visual, Flaws: Range [Touch], Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [22PP] (Descriptors: Ink Spray, Mutation)

 

Obscure 2 (Sense Types: Olfactory + Visual, Area: 10ft radius, Extras: Independent, Total Fade [4 rounds], Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [4PP] (Descriptors: Ink Cloud, Mutation)

 

Alternate Power: [24PP]

Morph 8 (9, +45 Disguise, Any Form) [24PP] (Descriptors: Mutation, Shapeshifting)

 

Alternate Power: [26PP]

Paralyze 8 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Improved Critical 2 [18-20]) [26PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom)

 

Alternate Power: [26PP]

Snare 8 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective, Flaws: Duration [Concentration], Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 200ft]) [26PP] (Descriptors: Mutation, Tentacles)

 

Regeneration 7 (Recovery 1 [+9]; Recovery Rate: Injured 3 [1 minute], Staggered 1 [20 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [8PP] (Descriptors: Mutation)

 

Super-Movement 2 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers)

 

Super-Senses 10 (Acute Extended Tracking 3 Smell/Taste, Danger Sense [Sense Types: Olfactory], Extended Vision, Low-Light Vision, Microscopic Vision 1 [Dust], Uncanny Dodge [Sense Types: Olfactory]) [10PP] (Descriptors: Mutation, Suckers)

 

 

Abilities (42) + Combat (24) + Saving Throws (10) + Skills (22) + Feats (30) + Powers (122) - Drawbacks (0) = 250/250 Power Points

 

Edited by Grumblefloof
Link to comment

Another Octoman nemesis. Since Spider-Man has Doctor Octopus, I'm giving my octopus hero a spider villain.

 

 

Character: Webmaster

Power Level: 10

Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness)

Power Points: 233

 

In Brief: What If Mac Gargan Was Part Of The Alt-Right?

 

Alternate Identity: Josef Bankowski

Identity: Public

Legal Status: USA citizen and fugitive

Birthplace: Freedom City, New Jersey

Base of Operations: Freedom City, New Jersey

Residence: Mobile

Occupation: Former: Mechanic, Current: Criminal

Affiliations: None

Family: Olivia Lenkiewicz (ex-wife), Mia Bankowski (daughter), Gabriel Bankowski (son), unnamed brother, sister, parents, cousins, aunts, and uncles

 

 

DESCRIPTION

Age: 27 (Date of Birth: 1992)

Apparent Age: 27

Gender: Male

Ethnicity: Caucasian Polish-American

Height: Werespider Form: 8'6", Human Form: 6'1"

Weight: Werespider Form: 1,200 lbs., Human Form: 170 lbs.

Hair: Werespider Form: None, Human Form: Blond

Eyes: Werespider Form: Black, Human Form: Blue

 

X

 

 

HISTORY

Josef Bankowski's grandparents were devout Catholics who fled Poland in the 1960s, escaping the Communist regime which would control that country for another quarter of a century. They immigrated to America, where they were granted refugee status and, eventually, citizenship. Josef, like his parents, was born in Freedom City, growing up as part of the multi-ethnic tapestry that is Freedom's West End. Josef's father enlisted in the Marine Corps and then worked as an auto mechanic, eventually owning his own shop, where Josef started working as a teen.

 

Josef started doing hard drugs in high school. His already terrible grades got even worse, and by his senior year, he managed to not only flunk out, but also impregnate his 17-year-old classmate Olivia Lenkiewicz, the daughter of family friends. Olivia carried the child to term, and the two were married before her senior year. With no other prospects, and at the urging of his father, Josef joined the Marines, like his father before him. The discipline didn't take. He resumed his old lifestyle, using again and cheating on his wife (both with random pick-ups and with professional sex workers), almost as soon as he got out of basic training, as often as he could make the time for it. The first few times he was caught, he was reprimanded, but let off with warnings or light informal punishments. But eventually, his behavior became too egregious for the Corps to ignore. He made it almost halfway through his first 4-year enlistment term before being arrested, court-martialed, and dishonorably discharged. He spent a year in prison.

 

Olivia stayed married to him for several more years despite his behavior. She was forced to become the primary breadwinner when he proved to be chronically unemployable. Despite his record, he would get various mechanic jobs, but he could never hold them for long before either losing his temper or failing to show up to work on time (or at all) because he was too busy indulging his addictions. He regularly cheated on his wife, spent their money on his addictions, and physically abused both his wife and their two children. Olivia finally kicked him out of their apartment in 2017, getting a restraining order which Josef frequently violated. They were separated for a year before Olivia filed for divorce, which was finalized in 2019.

 

Josef spent the two years after their separation sleeping on his brother's couch, and tumbling down an online rabbit hole of political radicalization. He'd been interested in pick-up "artistry" and "uncensored" anonymous image-sharing message boards since he was a teenager, but after his long-suffering wife left him, he found a ready-made pipeline to an ideology which affirmed that he was the true victim. His political views quickly shifted from reactionary to outright fascistic, buoyed by rabid bigotry. He established his own online presence during those two years, starting a vlog series where he parroted the same bigoted talking points as a thousand other guys just like him, and presented an account of his life which was heavily distorted in his favor. Meanwhile, his addictive behavior continued to escalate.

 

In 2019, after his divorce was finalized, Josef started abusing "super" drugs. After taking a "powerball" of Max and Zoom, he went to his ex-wife's apartment. His own brother called the police on him after he left. After breaking in, he assaulted Olivia, her mother, and her new boyfriend, and took the entire family hostage at gunpoint. On his first outing as a superhero, Octoman intervened, and, with Bombshell's aid, he defeated Josef, though Josef almost beat him to death in the process. After the police took him into custody, Josef suffered multiple organ failure. The super-drugs had taken their toll. With his history, no hospital would consider transplants. He was advised to check into hospice care for what the doctors expected to be the last few weeks of his life. Meanwhile, despite his prognosis, the city, state, and federal attorneys offices all moved forward with indictments. The charges included multiple counts of kidnapping, and, because of the super-drugs in his system at the time, assault with a deadly weapon, aggravated assault, and attempted murder. Josef was facing multiple lifetimes worth of prison time alongside certain death, before his thirtieth birthday.

 

Because he no longer had powers once the drugs had left his system, and because he was physically incapacitated, Josef was held in the Freedom City Correctional Facility just outside Hanover, while awaiting the trial no one expected him to live to see. Doctor Cooper Seidel, who had kept Octoman under surveillance ever since the accident which gave Octoman his powers, had observed Octoman's battle with Josef, taking an interest in him. Seidel infiltrated the minimum-security facility and kidnapped Josef, spiriting him away to Seidel's new secret laboratory.

 

Months before, Seidel had genetically altered a group of venomous animals with months of retroviral therapy and nuclear radiation exposure, as part of his continuing quest to refine and enhance the universal antivenom serum which gave him the ability to transform into the monster Goanna. Seidel had lost those animals when he had to pack up his lab to flee the authorities, and his hired thug crashed the truck after swerving to avoid 15-year-old Ben Wang, who had run out into the street to save a dog. During the following few months, Seidel had split his efforts between spying on Wang, who had gained powers after being bitten by the blue-ringed octopus, and combing the sewers with a Geiger counter to recover as many of the experimental specimens as he could. One of the animals Seidel managed to recover was a northern funnel web spider.

 

Seidel injected the spider's venom into Josef, out of pure scientific curiosity. Seidel didn't care whether Josef lived or died. He just wanted to see what would happen. And he told Josef as much. But Josef didn't die. He gained the ability to shapeshift into a giant centaur-like human/spider hybrid, or a human-sized swarm of spiders with his mind as a collective consciousness spread out among them. He escaped from Seidel's lab after his first transformation.

 

Josef quickly parlayed his new powers into a career as a professional criminal. His main sources of income are violent armed robbery, extortion, and murder, both on his own initiative and for hire to other supervillains and organized syndicates. He also occasional commits various terrorist acts for his own gratification, using his superhuman strength to wreck buildings such as community resource centers, restaurants, and nightclubs which are associated with people he considers "degenerates" or "foreign invaders". Some of his earliest "work" was for the national designer drug cartel owned and operated by Cortex (Threat Report, page 24). Along with money, and super-drugs tailored to overcome Josef's enhanced physiology, Cortex provided Josef with a unique form of compensation: He used his world-class tech skills to help Josef maintain and expand his social media presence, despite his fugitive status. With Cortex's help, Josef has been able to continue his vlog series, which has attracted a significant following in a short time among the worst people on the internet. The regressive reactionary politics he advocates in his rambling, drug-fueled hours of recorded hate-speech still aren't any different from what a thousand other men just like him are already saying, but his status as a powered supervillain gives him a level of prestige above and beyond his peers. His videos get taken down from the more legitimate platforms almost as soon as they go up, but they get downloaded and re-posted all over the less reputable parts of the web. Despite multiple active law enforcement investigations, and the more legitimate crowdfunding platforms refusing to get anywhere near him, he has been able to collect regular crypto-currency donations from his fans, which keeps him living comfortably between "jobs". Multiple technologically-inclined heroes have attempted to trace the source of his uploads or cut off his funding, but so far, Cortex has foiled those efforts. Cortex considers it both an amusing intellectual exercise, and another means of controlling a useful but ultimately disposable asset. The moment Josef steps out of line, Cortex can cut off his supply of drugs, donations, and adulation with a few keystrokes.

 

 

PERSONALITY & MOTIVATION

Josef describes himself as "a ladies man", "an alpha male", "a soldier", "a working man", "a patriot", "a man of God", and "a defender of Western Civilization". In reality, he's a coward, a bully, a bigot, an addict, and a blowhard. His ego is inflated and his skin is paper-thin. He loudly, belligerently hates and disdains anyone who isn't a white male heterosexual cisgender Christian-identified native-born citizen who's seeking or already in a nuclear family. Everyone else, he refers to as "degenerates", "parasites", and "globalists". He isn't nearly as intelligent or well-educated as he claims or even thinks he is. He used to have a sort of "bad boy charm" which bought him initial success in his romantic endeavors, but he drowned it in bitterness and resentment years ago. Now he appears at first glance to be the hateful creep he truly is. He doesn't love anyone, but there are people (like his ex-wife and their children) whom he wants to possess. His main priority in life is to secure for himself a never-ending stream of money, drugs, sex, and adulation. His secondary priority is vengeance on everyone who ever "wronged" him, everyone who ever dared to make him feel weak. Goanna, Octoman, and Bombshell are all at the top of that list. A distant third is to promote an ideology which just so happens to state that those things are his birthright.

 

 

POWERS & TACTICS

X

 

 

ABILITIES 12PP

Strength: 30/12 (+10/+1), 60/12 Lifting (Heavy Load: 50 tons / 130 lbs.)

Dexterity: 26/12 (+8/+1)

Constitution: 28/12 (+9/+1)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 14 (+2)

 

 

COMBAT 36PP

Initiative: +8/+1

Attack: +8/+9 (+9 Base, -1 Size)

Damage: +10/+1 Unarmed/Thrown, +12 Claws, +10 Acid, +10 Webs

Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8/+9 Melee Attack, +10/+1 Strength, +4 Size, +4 Additional Limbs, +6 Super-Strength)

Defense: +8/+9 (+9 Base, -1 Size), +4/+5 Flat-Footed

Knockback Resistance: 15/0

 

 

SAVING THROWS 9PP

Toughness: +12/+1 (+9/+1 Con, +3 Protection, Impervious 8 )

Fortitude: +9/+1 (+9/+1 Con, +0PP)

Reflex: +8/+1 (+8/+1 Dex, +0PP)

Will: +9 (+0 Wis, +9PP)

 

 

SKILLS 52R = 13PP

Acrobatics 0 (+10/+1)

Bluff 3 (+5)

Climb 0 (+6/+1)

Craft (Mechanical) 8 (+8)

Drive 5 (+13/+6)

Gather Information 3 (+5)

Intimidation 4 (+16/+6)

Knowledge (Current Events) 5 (+5)

Knowledge (Pop Culture) 5 (+5)

Knowledge (Streetwise) 8 (+8)

Knowledge (Technology) 5 (+5)

Languages 1 (English [Native], Polish)

Notice 0 (+10/+1)

Search 1 (+10/+1)

Sense Motive 0 (+10/+1)

Stealth 0 (+15/+1)

Survival 4 (+5)

Swim 0 (+6/+1)

 

 

FEATS 5PP

All-Out Attack

Distract (Intimidation)

Move-By Action

Power Attack

Startle

Enhanced:

Uncanny Dodge (Sense Types: Tactile)

 

 

POWERS 158PP

 

Additional Limbs 4 (+10 Limbs, Feats: Ambidexterity) [4PP] (Descriptors: 2 Extra Arms, 8 Spider Legs, Mutation)

 

Burrowing 5 (25MPH, 250ft per Move Action) [5PP] (Descriptors: Acid, Claws, Mutation)

 

Enhanced Skills 48 (Acrobatics 2, Intimidation 8, Notice 9, Search 9, Sense Motive 9, Stealth 11) [12PP]

 

Enhanced Constitution 12 (Feats: Regrowth) [13PP] (Descriptors: Mutation, Regeneration, Super-Stamina, Super-Toughness)

 

Enhanced Dexterity 14 [14PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes)

 

Enhanced Strength 10 [10PP] (Descriptors: Mutation, Super-Strength)

 

Growth 4 (Size: Large, Size Modifiers: +5ft Reach, +8 Strength [+13 Lifting], +4 Constitution, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidation, -4 Stealth, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [13PP] (Descriptors: Mutation, Spider-Centaur)

 

Immovable 1 (Extras: Unstoppable) [2PP] (Descriptors: Mutation, Spider Legs)

 

Immunity 1 (Own Powers) [1PP] (Descriptors: Mutation)

 

Impervious Toughness 8 [8PP] (Descriptors: Carapace, Mutation)

 

Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Mutation, Super-Strength)

 

Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider-Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting)

 

Protection 3 [3PP] (Descriptors: Carapace, Mutation)

 

Speed 2 (25MPH, 250ft per Move Action) [2PP] (Descriptors: Mutation, Spider Legs)

 

Spider Power 16 (32PP Array, Feats: Alternate Power 2) [34PP] (Descriptors: Mutation)

 

Base Power: [4PP] (Additional Descriptors: Forearm Claws, Spider Leg Claws)

Damage 2 (Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Forearm Claws and/or Spider Leg Claws, Piercing and/or Slashing damage], Drawbacks: Lethal) [4PP]


Alternate Power: [31PP] (Additional Descriptors: Acid)

Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Secondary Effect, Flaws: Requires Grapple, Feats: Improved Critical 2 [18-20]) [22PP]

Damage 10 (Extras: Linked [Drain], Secondary Effect, Flaws: Requires Grapple, Drawbacks: Lethal) [9PP]

 

Alternate Power: [32PP] (Additional Descriptors: Webs)

Snare 10 (10 100ft Range Increments, 1,000ft Max Range, Extras: Contagious, Feats: Accurate [+2 Attack], Tether) [32PP]

 

Super-Movement 5 (Sure-Footed 2, Swinging, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs, Webs)

 

Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs)

 

Super-Strength 6 (Lifting Strength: 65, Heavy Load: 100 tons) [12PP] (Descriptors: Mutation)

 

 

 

Spider Swarm Form:

 

PL 10

PP 171

 

ABILITIES 35PP

Strength: 01 (-5) (Heavy Load: 10 lbs.)

Dexterity: 30 (+10)

Constitution: 28 (+9)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 14 (+2)

 

COMBAT 40PP

Initiative: +10

Attack: +10

Damage: -5 Unarmed, +10 Venom

Grapple: +5, Automatic Escape with Insubstantial

Defense: +10, +5 Flat-Footed

Knockback Resistance: 5

 

SAVING THROWS 9PP

Toughness: +10 (+9 Con, +1 Protection)

Fortitude: +9 (+9 Con, +0PP)

Reflex: +10 (+10 Dex, +0PP)

Will: +9 (+0 Wis, +9PP)

 

SKILLS 36R = 9PP

Acrobatics 2 (+12)

Languages 1 (English [Native], Polish)

Escape 0 (+10, Automatic with Insubstantial)

Notice 9 (+10)

Search 10 (+10)

Sense Motive 9 (+10)

Stealth 5 (+15)

 

FEATS 0PP

[None]

Enhanced:

Uncanny Dodge (Sense Types: Tactile)

 

POWERS 78PP

 

Anatomic Separation 5 (Extras: Variable Split) [15PP] (Descriptors: Mutation, Spider Swarm)

 

Burrowing 1 (2.5MPH, 25ft per Move Action) [1PP] (Descriptors: Claws, Mutation)

 

Immunity 3 (Critical Hits, Own Powers) [3PP] (Descriptors: Mutation, Spider Swarm)

 

Insubstantial 1 (Liquid, Extras: Duration [Continuous], Flaws: Duration [Permanent], Feats: Innate) [6PP] (Descriptors: Mutation, Spider Swarm)

 

Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting)

 

Protection 1 [1PP] (Descriptors: Carapace, Mutation)

 

Spider Power 15 (30PP Array, Feats: Alternate Power) [31PP] (Descriptors: Mutation)

 

Base Power: [30PP] (Additional Descriptors: Necrotic Venom)

Damage 10 (Extras: Autofire, Alternate Save [Fortitude], Feats: Accurate, Drawbacks: Lethal) [30PP]

 

Alternate Power: [2PP] (Additional Descriptors: Webs)

Create Object 1 (Volume: 1 10ft cube, Toughness: 1, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Flaws: Permanent, Range [Touch], Feats: Innate) [2PP]

 

Super-Movement 5 (Slithering, Sure-Footed 2, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs)

 

Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs)

 

Edited by Grumblefloof
Link to comment
  • 6 months later...

Potential PL8 rebuild.

 

 

Character: Octoman

Power Level: 13 (Built as PL8)

Tradeoffs: None

Power Points: 204/204PP

Unspent Points: 0

 

 

ABILITIES 30PP

Strength: 26/12 (+8/+1), 56/12 Lifting (Heavy Load: 58,880 lbs. [29.44 tons] / 130 lbs.)

Dexterity: 26/14 (+8/+2)

Constitution: 26/14 (+8/+2)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 18 (+4)

 

 

COMBAT 12PP

Initiative: +8/-2 (+8/+2 Dex, +4 Enhanced Improved Initiative, -4 Deafened)

Attack: +8 Melee (+3 Base, +5 Attack Focus [Melee]), +3 Ranged (+3 Base)

Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8 Melee Attack, +8/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +6 Super-Strength)

Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

Knockback Resistance: 4/1

 

 

SAVING THROWS 6PP

Toughness: +8/+2 (+8/+2 Con)

Fortitude: +8/+2 (+8/+2 Con, +0PP)

Reflex: +8/+2 (+8/+2 Dex, +0PP)Evasion 2

Will: +8 (+2 Wis, +6PP)

 

 

SKILLS 72R = 18PP

Acrobatics 3 (+15/+5)Skill Mastery

Bluff 13 (+17)Distract, Fascinate, Second Chance, Skill Mastery, Taunt

Computers 13 (+17)Online Research + Well-Informed, Second Chance, Skill Mastery, Ultimate Skill

Craft (Electronic) 1 (+5)

Disguise 0 (+5/+4, +10 or +50 with Morph)

Escape 0 (+14/+2, Automatic with Insubstantial)

Knowledge (Current Events) 6 (+10)

Knowledge (Physical Sciences) 1 (+5)

Knowledge (Pop Culture) 11 (+15)

Knowledge (Technology) 6 (+10)

Knowledge (Theology & Philosophy) 1 (+5)

Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish)

Notice 3 (+15/+5)Deafened

Search 1 (+15/+5)

Sleight of Hand 3 (+15/+5)Skill Mastery

Stealth 3 (+15/+5)

Swim 4 (+15/+5)Swimming

 

 

FEATS 23PP

Attack Focus (Melee) 5

Chokehold

Distract (Bluff)

Dodge Focus 5

Fascinate (Bluff)

Grapple Finesse

Luck 2

Online Research

Second Chance 2 (Bluff, Computers)

Skill Mastery (Acrobatics, Bluff, Computers, Sleight of Hand)

Taunt

Well-Informed

Ultimate Skill (Computers)

Enhanced:

Environmental Adaptation (Underwater)

Evasion 2

Improved Initiative

Uncanny Dodge (Sense Types: Olfactory)

 

 

POWERS 115PP

 

Additional Limbs 4 (10 Limbs; Extras: Duration [Sustained]; Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles)

 

Concealment 2 (Normal Vision; Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting)

 

Elongation 6 (Elongate 300ft per Move Action, 250ft Max, Free action to retract, 60ft Range Increments for elongated melee attacks; Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles)

 

Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness)

 

Enhanced Dexterity 12 [12PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes)

 

Enhanced Feats 3 (Evasion 2, Improved Initiative) [3PP]

 

Enhanced Skills 36 (Acrobatics 4, Disguise 1, Notice 10, Search 10, Sleight of Hand 4, Stealth 4, Swim 3) [9PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses)

 

Features 2 (Environmental Adaptation [Underwater]; Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting)

 

Immunity 6 (Cold; Critical Hits; Poison; Pressure; Suffocation [Underwater]) [6PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands)

 

Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting)

 

Morph 1 (Any Form; +5 Disguise) [3PP] (Descriptors: Mutation, Shapeshifting)

 

Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP]

 

Base Power: [4PP]

Leaping 4 (x25, Running Long Jump: 450ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Alternate Power: [4PP]

Swimming 4 (25MPH, 250ft per Move Action; Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Octopus Power 13 (26PP Array, Feats: Alternate Power 4) [30PP]

 

Base Power: [14 + 12 = 26PP]

 

Enhanced Strength 14 [14PP] (Descriptors: Mutation, Super-Strength)

 

Super-Strength 6 (Lifting Strength: 56, Heavy Load: 58,880 lbs. [29.44 tons]) [12PP] (Descriptors: Mutation)


Alternate Power: [22 + 4 = 26PP]

 

Dazzle 8 (Sense Types: Olfactory + Visual; Flaws: Range [Touch]; Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [22PP] (Descriptors: Ink Spray, Mutation)

 

Obscure 2 (Sense Types: Olfactory + Visual; Area: 10ft radius; Extras: Independent, Total Fade [4 rounds]; Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [4PP] (Descriptors: Ink Cloud, Mutation)

 

Alternate Power: [24PP]

Morph 8 (9; Any Form; +45 Disguise) [24PP] (Descriptors: Mutation, Shapeshifting)

 

Alternate Power: [26PP]

Paralyze 8 (Extras: Alternate Save [Fortitude], Secondary Effect; Feats: Improved Critical 2 [18-20]) [26PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom)

 

Alternate Power: [26PP]

Snare 8 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective; Flaws: Duration [Concentration]; Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 200ft]) [26PP] (Descriptors: Mutation, Tentacles)

 

Regeneration 7 (Recovery 1 [+9]; Recovery Rate: Injured 3 [1 minute], Staggered 1 [20 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [8PP] (Descriptors: Mutation)

 

Super-Movement 2 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers)

 

Super-Senses 6 (Acute Tracking Smell/Taste; Danger Sense [Sense Types: Olfactory]; Low-Light Vision; Microscopic Vision 1 [Dust]; Uncanny Dodge [Sense Types: Olfactory]) [6PP] (Descriptors: Mutation, Suckers)

 

 

Abilities (30) + Combat (12) + Saving Throws (6) + Skills (18) + Feats (23) + Powers (115) - Drawbacks (0) = 204/204 Power Points

 

Edited by Grumblefloof
Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...