Last time, moloids attacked from underground to wreak havoc and kidnap high-profile civilians. This time we have a supervillain and his goons robbing a bank.
I wrote this scene because I love the Spidey Villains the most, and I really have a fondness for the classic trope of superheroes stopping supervillains from committing crimes. It reminds me of the classic comics and cartoons from my childhood. This scene can really be inserted anywhere in an ongoing campaign, as either a quick sidetrack or part of a larger plot. It can also be run as a one shot for a quick couple hours of fun.
Doctor Octopus (Otto Octavius)
Affiliations: Solo d10, Buddy d6, Team d8
Distinctions: Megalomaniac, Master Planner, Charismatic Leader
Superhuman Strength d10, Stretching d8, Superhuman Durability d10, Wall Crawling d6, Enhanced Speed d8
SFX: Area Attack. Add a d6 and keep an additional effect die for each additional target.
SFX: Focused Task. If a pool includes a Tentacle Harness power, you may replace two dice of equal size with one die +1 step larger.
SFX: Multi-Tasking. Use two or more Tentacle Harness powers in a single dice pool at -1 step for each additional power.
SFX: Ambidextrous Tentacles. Split Superhuman Strength into 2d8, or 3d6.
Limit: Brain Wiring. Doc Ock’s brain is wired differently to allow him to psychically control his Tentacle Harness (up to 900 miles away!) Step up or add d6 to the doom pool and either step up Mental stress or shutdown Tentacle Harness. Activate a Player opportunity to recover power set.
Specialties: Combat Expert, Crime Expert, Medical Expert, Menace Expert, Science Master, Tech Master
Bio: Otto Octavius created a chest harness with four mechanical arms to help him handle volatile chemicals in his lab work. Due to a lab accident he was exposed to radiation and his harness fused to his body. The accident also caused his brain to rewire to the mechanical arms. The arms were later surgically removed, but Doc Ock retained the ability to psychically control them up to 900 miles away. The damage to his mind also turned him into a megalomaniac.
Octavius can use his arms for lifting a car or small bus, ripping off bank vault doors, etc. He also uses them to move by walking on them and to climb walls. He can block incoming attacks with them as well. They can extend up to 24 feet each.
Hired Thug d8 (Stressed out at d10)
Affiliations: Solo d4, Buddy d6, Team d8
Gear: Gun d6, Knife d6, Sedan d8
Jimmy the Nose
Octavius’ right hand man and head goon. Wears a suit and hat.
Affiliations: Solo d4, Buddy d6, Team d8
Distinctions: Big Nose, Tough Guy
Gear: Tommy Gun d8, Pistol d6, Knife d6
Specialties: Combat Expert, Crime Expert, Menace Expert
Doctor Octopus is robbing a bank to fund his newest criminal endeavor. He has brought a goon squad with him. The alarm has been tripped, police are on the way, and Octavius has ripped off the bank vault door and is collecting the money (as seen in Spider-Man 2 or Marvel Adventures Spider-Man (2005) #45).
Outside the bank is a crowd of (ONLOOKERS). (POLICE) are just arriving on the scene. There is also a (NEWS HELICOPTER) flying overhead. Parked in an alley out back is the goons getaway sedan.
Inside the bank, the (ALARM) is ringing, bank security has been subdued, and bank customers and employees are being held as (HOSTAGES).
Getting to the Action
Doctor Octopus collects money from the bank vault while Jimmy the Nose and four goons keep an eye on the hostages and the police. The goons will usually give support dice to Jimmy the Nose or Doctor Octopus as needed, but describe them menacing hostages and threatening would-be heroes.
While his goons fight any heroes that arrive, Otto will attempt to escape outside with the money he has collected by climbing up the interior wall and breaking out the ceiling. Octavius can gain d8s for stunts such as “Throw Vault Door” and “Throw Coin Bags” by spending d6s from the Doom Pool. He will try to slow any pursuit by dropping “Sleeping Gas d8” which is a Science Resource he has prepared that inflicts a “Groggy” complication.
Once Doc Ock makes it outside, any goons left in the bank will try to run to their getaway car.
After robbing the bank, Doc Ock has the complication “Bags of money d8” on himself due to having to carry the money with one of his tentacles. A hero can attempt to grab the money from him by attacking the complication die.
If Doc Ock makes it to the street he will toss some cars at the heroes, and attempt to climb to the rooftops and make an escape across them, or perhaps escape by leaping onto a passing train. (Spend d8 Doom and create “Train” as a scene distinction) Doctor Octopus also has no qualms about endangering innocents to slow down pursuit.
If Doctor Octopus escapes with some money, he will use it to fund some new devious plan. If he escapes without any money, he will show up again in some new sort of robbery attempt at a later time.
If players want to invest their hero in these more of this kind of classic street-level action, offer this Milestone during the next transition scene. One or two heroes could take it, or the entire team could and either way it’ll drive players to expand their heroes’ stories and add interest to the overall campaign.
The mean streets won’t patrol themselves. Thugs and miscreants of all stripes, powered and mundane, ply their criminal trade in dark alleys or sometimes brazenly in the public eye. The police are either unwilling or unable to clean up the city, what are you going to do about it?
1 XP when you encounter a crime in progress while on patrol.
3 XP when your patrols are the center of a conflict in your daily life.
10 XP when you gain a reputation for patrolling your neighborhood, or you give up patrolling.