Sandman Villain

Real Name: Unrevealed.
Occupation: Professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: Flint Marko.
Place of Birth: New York City.
Marital Status: Unrevealed.
Known Relatives: None.
Group Affiliation: Frightful Four.
Base of Operations: New York City.
First Post-Reboot Appearance: AMAZING SPIDER-MAN #
History: The origins of the man known as the Sandman are currently unrevealed. It is known that he has been a professional criminal most of his life, under the alias Flint Marko. All Marko has stated was that he "ended up being stuck on the wrong side of a pile of sand when something went wrong," but he has not yet given any details.

Whatever actually happened to grant him his powers, Marko returned to his native New York City to pursue his criminal career anew. He swiftly came into conflict with Spider-Man; while the two have clashed many times, the web-slinger has yet to take Marko into custody.

Recently, the Sandman accepted an offer by the criminal Wizard to become a member of the Frightful Four. Alongside the rest of the Frightful Four, the Sandman was defeated by the Fantastic Four, and for the first time since gaining his powers was incarcerated.
Age: 33.
Height: 6' 1".
Weight: 450 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Green t-shirt with horizontal black stripes, brown pants, brown shoes.
Strength Level: At his normal human height, the Sandman possesses greater than average, but not superhuman strength. At his maximum observed height of 20 feet, he possesses superhuman strength enabling him to lift (press) around 2 tons.
Known Superhuman Powers: Marko's body is now entirely composed of sand. He has complete control over his body, able to shape it into any form he can think of; not the most original thinker, he mainly creates additional arms, extending his arms to incredible lengths, and forming his hands into hammer-like strikers. By drawing upon additional silicates – sand and dirt – from the surrounding area, he is able to grow to a height of around 20 feet while still supporting himself. He also can slide through grates and fences as if they weren't there, and enter pipes and other containers that a normal human could not enter.

Sandman's body is highly resistant to injury, due to his particulate nature. He is able to control his density, becoming as hard as sandstone for short periods of time.
Weaknesses: The Sandman's body is vulnerable to intense heat, which can fuse him into a form resembling glass.


1,090 points

ST: 15 [50] HP: 15 [0] Speed: 6.00 [0]
DX: 12 [40] Will: 10 [0] Move: 6 [0]
IQ: 10 [0] Per: 10 [0]  
HT: 12 [20] FP: 12 [0] SM: 0
 
Dmg: 1d+1/2d+1 BL: 45 lbs.  
Dodge: 9 Parry: 10 DR: 0


Languages: English (Native) (Native Language) [0].

Cultural Familiarities: Western (Native) [0].

Advantages: Body of Earth [175]; Constriction Attack [15]; Control Sand 5 (Collective, +100%; Elemental: Earth, -10%; Super, -10%) [135]; Doesn't Eat or Drink [10]; Double-Jointed [15]; Extra Arms 4 (Switchable, +10%; Elemental Earth, -10%; Super, -10%) [36]; Extra ST +35 (Growth Size, -30%) [245]; Growth 3 (Accessibility: Needs Extra Sand, -20%; Elemental Earth, -10%; Super, -10%) [18]; High Pain Threshold [10]; Morph (Active Change, +20%; Cosmetic, -50%; Improvised Forms, +100%; Elemental Earth, -10%; Super, -10%) [150]; Permeation (Earth) (Elemental Earth, -10%; Super, -10%) [16]; Regeneration (Very Fast: 1 HP/sec) (Elemental Earth, -10%; Super, -10%) [80]; Regrowth (Elemental Earth, -10%; Super, -10%) [32]; Stretching 3 (Elemental Earth, -10%; Super, -10%) [15]; Striker (Crushing) (Long +3, +300%) [20]; Unkillable 2 (Elemental Earth, -10%; Super, -10%) [80].

Perks: Supersuit [1].

Disadvantages: Greed (9) [-22]; Hidebound [-5]; Overconfidence (12) [-5]; Pacifism (Cannot Kill) [-15]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Status -1 [-5]; Vulnerability to Fire (×2) [-30]; Wealth (Poor) [-15].

Quirks: Will Not Harm Children [-1].

Skills: Brawling (E) DX+2 [4] – 14; Filch (A) DX+1 [4] – 13; Forced Entry (E) DX+2 [4] – 14; Intimidation (A) Will+2 [8] – 12; Savoir-Faire (Mafia) (E) IQ+1 [4] – 11; Streetwise (A) IQ+2 [8] – 12; Urban Survival (A) Per+2 [8] – 12.

Starting Spending Money: $800 (20% of Starting Wealth).

Role-Playing Notes: