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Cobweb (PL11 NPC) Tier 1

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    Player Name: Arichamus
    Character Name: Cobweb
    Power Level: 11 (170/170PP)
    Trade-Offs: +3 Melee Attack / -3 Melee Damage, +2 Defense / -2 Toughness
    Unspent Power Points: 0

    In Brief: Chemist turned spider-themed supervillainess.

    Alternate Identity: Ophelia Orville
    Identity: Secret
    Birthplace: Raleigh, North Carolina, United States
    Occupation: Chemist, supervillain
    Affiliations: Thieves, scientists, Suzerain Chemical Labs.
    Family: Rachael Orville(mother), Ulysses Orville(father), Janice Orville(Sister), Cora Jefferson-Orville(Sister), Nefertiri Orville(Sister)

    Age: 31 (April 10th, 1982
    Apparent Age: Late twenties
    Gender: Female
    Ethnicity: African-American
    Height: 5'10"
    Weight: 175lbs.
    Eyes: Brown
    Hair: Black

    A well-built, stocky woman with a cheerful disposition and broad features, Ophelia goes most days with her shoulder-length hair tied into small dreadlocks and bound into a ponytail, wearing bright and similarly cheerful clothes mainly in red and green. At her job she wears regular protective gear. She's light on her feet and is in excellent physical shape.

While Cobweb she appears as a towering, sinister figure in leathery brown skin, with a padded jumpsuit covering the entire body.  The most striking feature of her disguise is the stolen helmet which is dull grey, mostly featureless and studded with eight short glowing red goggles set in the fashion of a spider's eyes.

    Power Descriptions: The Cobweb artificial webbing has a strict color scheme created by adding trace pigments to the fluid:
Incendiary/Corrosive/Inhibiting = Red
Extra Stick/Entangling = Blue
Blinding/Sickening = Green

Elastic = White

    History: Born to parents in middle-management in two of the quietest companies in North Carolina, Ophelia early life was filled with laughter, lots of friends, a healthy home life and no expectations. Her sisters were all exceptionally intelligent, enthusiastic go-getters adept at the social sphere, while she was shyer and more interested in things and how they worked than people, developing a fascination with chemistry at an early age because of how chemical relationships underpinned and explained so much of the world.


Working slowly and steadily towards a Ph.D in applied analytical chemistry left her plenty of time to consider her life, and for most of her 20's she was struck by a strange feeling of being unfulfilled. Graduating with honors in 2007 she moved north to Freedom City, getting a comfortable and involving job at the Suzerain Chemicals laboratory in the North End, studying how things worked.


Five years later, Ophelia was bored and frustrated. Her life wasn't going anywhere fast, her family didn't have much time for her, she had few friends and even getting the equivalent of a Masters education in organic and inorganic chemistry through personal study just made things seem all the more wearying. All that changed very suddenly in 2012, when she and a number of other employees at Suzerain were kidnapped by the rogue Grue called Hunter. Dimly awake during the short imprisonment, Ophelia saw how the alien seemed to just do and take what it wanted, from making clones of her and the others to making a horrifyingly lethal toxin, all on its own.


After being rescued she went home, even more quiet and thoughtful than usual, an idea brewing in her brain. On her doorstep, she looked up by chance and saw a spider living in the eaves of the porch, stealthily creeping down on a glittering wire to snare an unsuspecting fly. That was the final stroke. Throwing herself into her work, she began researching how spiders' made webs, how they stuck to surfaces, and after figuring out a semi-organic solution that would be the carrier and making some slight adjustments to her own bodily chemistry, she eagerly studied flammable, acidic and elasticizing solutions that the webs could make on the fly with special fluids carried in containers on her arms, even a special sticky kind that let her use them like a trapeze wire to swing between buildings! 


Her first theft was five months later, an experimental helmet intended for the STAR Squad to help them deal with Mr. Mist, done with enough skill that it wasn't noticed until the next morning. Making some adjustments to it(mostly adding goggles to fit her new persona), she made her second theft half a month later, a dull gray lightly-armored stealth suit part of a shipment of villainous super-tech being shipped to ASTRO Labs for research. Attaching their systems, the two were combined into the guise of that stalker of the night, the cold and venomous Cobweb! Now, at last, she can do what she wants and none will be the wiser.

    Personality & Motivation: Ophelia is cheerful and open in regular life, always ready with a smile, a friendly ear and friendlier advice. A dependable and always helpful if unexciting sort of woman. As Cobweb, she's as talkative, vicious and snide as she wants, always ready with a biting word or a stream of contempt. She knows most heroes are out of her league, but that won't stop her from trying to get under their skin and make them mad enough to make a mistake, knowing from experience the sting of failure.

    Powers & Tactics: Cobweb is constantly on the move, preferring to strike from ambush and slip away. Against more durable foes she splashes them with acid to weaken them, or tying them up in webbing to leave them open for a brutal attack, while agile opponents she tries to nab with poisoned stingers on her wrists or blind with a stream of webbing. All the while she's talking, ferreting out whatever weaknesses she can exploit.


    Abilities: 4 + 6 + 4 + 8 + 4 + 2 = 28PP
    Strength: 14 (+2)
    Dexterity: 16 (+3)
    Constitution: 14 (+2)
    Intelligence: 18 (+4)
    Wisdom: 14 (+2)
    Charisma: 12 (+1)

    Combat: 22 + 14 = 36PP
    Initiative: +15
    Attack: +14 Melee, +11 Ranged
    Grapple: +17
    Defense: +13 (+7 Base, +6 Dodge Focus), +3 Flat-Footed
    Knockback: -1/-3/-4

    Saving Throws: 6 + 8 + 4 = 18PP
    Toughness: +9 (+2 Con, +4 [Defensive Roll], +3 Protection[Costume])
    Fortitude: +8 (+2 Con, +6)
    Reflex: +11 (+3 Dex, +8)
    Will: +6 (+2 Wis, +4)

    Skills: 92R = 23PP

    Acrobatics 8 (+11) Skill Mastery

    Bluff 9 (+10)

    Computers 10 (+14)

    Craft(Chemical) 11 (+15) Skill Mastery

    Diplomacy 8 (+9)

    Disable Device 10 (+14)

    Knowledge(Physical Sciences) 10 (+14)

    Notice 10 (+12)

    Sense Motive 8 (+10) Skill Mastery

    Stealth 8 (+11) Skill Mastery


Feats: 26PP
    Accurate Attack

    Acrobatic Bluff

    All-Out Attack

    Attack Focus(Melee) 3

    Benefit (Wealth) 1

    Defensive Attack

    Defensive Roll 2

    Dodge Focus 6


    Improved initiative 3

    Improved Throw

    Improvised Tools


    Instant Up

    Grappling Finesse

    Skill Mastery(Acrobatics, Craft(Chemical), Sense Motive, Stealth)



    Powers: 30 + 12 + 2 = 44PP

Container 6(30PP Container; Active, Sustained)[30PP]

Super-Movement 2(Wall-Crawling 2)[4PP]

Array 10(20PP Array; Feats: Alternate Power 6)[26PP]

Base Power: Drain Toughness 7 (Extras: Linked(Damage); Feats: Extended Reach(5ft.), Slow Fade)[9PP] + Damage 5(Extras: Linked(Drain Toughness) Penetration 3; Feats: Extended Reach(5ft.), Incurable, Mighty)[11PP] = [20PP] Corrosion Web

AP: Damage 5(Extras: Duration(Sustained); Feats: Extended Reach(5ft.), Mighty)[12PP] Incendiary Web

AP: Dazzle 7(Visual Senses; Extras: Linked(Drain Reflex))[14PP] + Drain Reflex 6(Extras: Linked(Dazzle))[6PP]  = [20PP] Blinding Web

AP: Nullify Chemical Powers 6 (One at a Time; Inhibition; Feats: Selective)[19/20PP] Inhibitors

AP: Paralyze 7(Extras: Linked(Nauseate); Flaws: Requires Grapple)[7PP] + Nauseate 6(Extras: Linked(Paralyze))[12PP] = [19/20PP] Poison Fangs

AP: Snare 9(Feats:  Obscures Sense(Visual), Tether)[20PP] Sticky Web

AP: Super-Movement 1(Swinging)[2PP] + Move Object 5(Flaws: Towards Self Only)[5PP] + Speed 3(50MPH, 500ft. per Round)[3PP] = [10/20PP] Elastic Web


Device 3(15DP Device; Hard to Lose)[12PP] 

Enhanced Feat 1(Hide in Plain Sight)[1DP]

Protection 3(reinforced Kevlar/Dacron)[3DP]

Super-Senses 11(Visual Senses: Analytical(Chemical Composition, All Visual), Penetrates Concealment, Radius(All Visual), Rapid(x10), Infravision, Track(Infravision))[11DP]


Speed 1(10MPH, 100ft. per Round; Feats: Move by Action)[2PP]


    Drawbacks: (-0) + (-0) = -0PP

    DC Block

ATTACK         RANGE       SAVE                                   EFFECT

Unarmed        Touch       DC17 Toughness (Staged)                Damage (Physical)

Blinding Web   Ranged      DC17 Reflex/Fortitude                  Dazzled (Visual)

Corrosion  Web Touch(5ft.) DC22 Toughness (Staged)/DC17 Fortitude Damage (Physical)/Toughness Drained

Incendiary Web Touch(5ft.) DC22 Toughness (Staged)                Damage (physical)

Inhibitors     Ranged      DC16 Fortitude                         Chemical Powers Nullified

Poison Fangs   Touch       DC17 Fortitude/DC16 Fortitude)         Paralyzed/Nauseated

Sticky Web     Ranged      DC19 Reflex                            Snared


    Totals: Abilities (28) + Combat (36) + Saving Throws (18) + Skills (23) + Feats (26) + Powers (44) - Drawbacks (0) = 175/175 Power Points

Edited by Arichamus
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  • 3 weeks later...


Looks like you're missing a word or two here:

"While Cobweb she appears as a towering, sinister figure with leathery brown skin, with a padded ."


Cobweb's Defense notes +6 Dodge Focus, but I don't see that in the Feat list.


We have a house rule on Defensive Roll that gives you +2 Tou/rank, rather than +1, because +1 is silly. Thus, you only need two ranks of Defensive Roll to get +4 Tou.


I count only 22 feats (or 28, if we count the missing Dodge Focus).


A rank 6 container offers 30pp, not 29.

Incindiary Web is missing a pp total.

Nauseate is a 2pp/rank power - thus, Nauseate 6 costs 12pp, not 6pp.

Speed 3 costs 3pp, not 2pp, though this AP slot still remains within its budget.

I count 11 ranks of Super-Senses:

Analytical (All Visual) 2, Penetrates Concealment 4, Radius (All Visual) 2, Rapid 1, Infravision 1, Track 1.

This still keeps you within budget on your device, though, so I suspect it's a notation error.

I count 44pp of powers (30+12+2), not 42. This is also off in the final pp tally at the bottom; the final tally isn't as important for villains (who are jerks and don't actually have to earn that pp), but it should still be kept accurate to help people gauge difficulty.

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Fluff fixed.

Dodge Bonus added, and two ranks of Defensive Roll removed in light of the House Rule.

Added the cost for the Incendiary Damage. Nauseate is a 2pp/rank power - thus, Nauseate 6 costs 12pp, not 6pp. Oh my goodness. That is a bad one. Put the Requires Grapple Flaw on Paralyze, put in the correct count for Nauseate. Yeah, meant for that to be Super=Senses 11, not 9.

Power Point counts fixed. By my reckoning it comes out to 175PP.

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  • 3 months later...

Somehow missed your reply. :(


Knockback is (Impervious Tou + 1/2 Non-Impervious Tou + Misc. Modifiers). Looks like you're using full tou for your calculations, there, instead of half.

Flat-Footed defense is half your non-dodge-focused defense, rounded up. Cobweb won't have much, but they won't have 0!


Looks like you've labelled Dodge Focus as Dodge Bonus.

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It's cool!


Knockback has been fixed to be fit the rules. And Flat-Footed Defense bonus. I have no idea how that Flat-Footed thing got through.


Wording on Dodge Focus amended. Dodge Focus adds to the Dodge Bonus, so I suppose I figured they were more or less interchangeable.

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