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Electro (Maxwell Dillon)

Electro
Artwork for the cover of The Amazing Spider-Man vol. 5, 1 (September, 2018 Marvel Comics)  Art by Marcos Martin (Variant)

Electro is Maxwell Dillon, a supervillain and an enemy of Spider-Man.He was created by Stan Lee and Steve Ditko in The Amazing Spider-Man#9 (Feb. 1964).

Maxwell Dillon was born to Jonathan and Anita Dillon. Jonathan was an accountant, though he had trouble keeping a job. Because of this, Max and his family moved frequently when Max was young and he found it difficult to make friends. His hot-headed father abandoned his family when Max was eight years old. Anita subsequently became overprotective of Max, leading to his single greatest flaw as a super-villain: his inferiority complex. Years later, Max told his mother he wished to become an electrical engineer. Anita, not wanting him to be angry if he failed, convinced him he was not intelligent enough, and Max reluctantly took a job as a lineman for an electric company.

While he was repairing a power line, a freak lightning accident resulted in a mutagenic change in his nervous system, transforming Dillion into a living electrical capacitor. Taking the name Electro, he turned to a life of crime, his first victim being J. Jonah Jameson. Electro broke into the Daily Bugle Building and stole from Jameson’s safe right in front of him. Jameson accused Spider-Man of being an alternate identity of Electro, prompting Spider-Man to prove the publisher wrong. During his confrontation with Electro, Spider-Man was nearly killed when he touched the electrically charged supervillain. Spider-Man eventually used a fire hose to short-circuit him.

Electro has fought Spider-Man countless times, either on his own or as part of a group such as the Sinister Six. He has also fought such other heroes as Daredevil and the Fantastic Four. Despite his immense power, he has almost always been defeated, usually as a result of his foes outsmarting him or taking advantage of his weakness to water while charged.

As a result of his frequent and often embarrassing defeats, He tried to take over New York City’s power supply in an attempt at glory and respect. Spider-Man thwarted this plan, however, and convinced Electro to quit his criminal career. When the insane Spider-Man clone Kaine started killing enemies of Spider-Man, Electro began to fear for his life and temporarily joined Mysterio’s Sinister Seven, which had been formed to combat Kaine. This group was quickly disbanded, and following Kaine’s subsequent disappearance, Electro returned to retirement.

This changed when The Rose agreed to fund an experimental technique that would amplify Electro’s abilities, in exchange for Electro’s services as an enforcer. Seeing this as a chance to rise above the string of failures that had made up so much of his life, Electro underwent the procedure.

After paying off his debt to the Rose by defeating several members of The True Believers (an offshoot of the famous ninja sect The Hand), a group of ninja assassins who had been interfering in the Rose’s operations, he attempted to demonstrate his newly amplified powers to the world, once again attempting to take control of New York City’s power supply. Wearing an insulated suit, Spider-Man stopped him. Electro, in an effort to make a final grand gesture, Electro threw himself into the Hudson River while his body was highly charged, seemingly killing himself in an explosion.

Somehow surviving, he resurfaced later as part of the re-formed Sinister Six. His powers had seemingly reverted to their pre-amplification level, and he wore a new blue-and-white costume. When Venom betrayed his fellow Sinister Six members, attempting to kill them one by one, he attacked Electro and left him for dead. Once again, he survived, and when he next appeared had returned to his yellow-and green-costume.

In the mid-2000s, Electro was working with the Vulture (as well as questioning his own sexuality) when they were attacked by Spider-Man, who thought they had kidnapped his Aunt May. Electro managed to bring Spider-Man to the edge of defeat, using his powers in more intelligent ways and blowing up a large number of cars, including some with children in them. After a devastating battle, Spider-Man defeated him by fighting him to a gas refinery.

The badly wounded he recovered fairly quickly, and shortly afterwards joined the Sinister Twelve, assembled by the Green Goblin, though he was defeated. Later, separately, he was hired by Brainchild to free Karl Lykos (also known as Sauron) from The Raft, a maximum-security prison for supervillains. After causing a riot, Electro tried to run away with his waitress girlfriend, but was captured by the Avengers.

Originally Posted by Bane of the Dicefreaks forums.

On this Thread

Maxwell Dillon, 
Electro
 
 Medium humanoid 
 Wounds 25 WP, 227 VP (18d8+126)
Initiative+7
Speed30 ft.; fly 1500 ft. (good)
AC12 (+2 Dexterity), touch 12, flat footed 10
Base Attack/Grapple+13/+20
AttackElectrical blast +26 ranged touch (15d6 electricity) or +20 melee (1d6+5+5d6 electricity)

Full Attack: 2 Electrial blast +26 ranged touch (15d6 electricity) or +20/+15/+10 melee (1d6+5+5d6 electricity)
Space/Reach5 ft. /5 ft.
Special AttacksElectrical Blast
Special QualitiesElectrical absorption, electrical aura, electrical charge electrical control, immune to electricity, resistance to radiation 10, vulnerability to water
SavesFort +17, Ref +12, Will +5
AbilitiesStrength 25, Dexterity 14, Constitution 25, Intelligence 13, Wisdom 9, Charisma 13
SkillsBluff +11, Climb +15, Craft (electrical) +16, Gather information +16, Intimidate +11, Jump +15, Knowledge (streetwise) +21, Knowledge (technology) +16, Search,+7, Sense Motive +5, Spot +6, Tumble +12
FeatsBrawlDodge, Fly-by-Attack, Improved Initiativelightning reflexesPower AttackWeapon Focus (electrical blast)
Climate/TerrainNew York City
OrganizationSolitary (unique); or with Sinister Twelve (team)
Challenge Rating19
TreasureNone
AlignmentNeutral Evil

Electrical Absorption 

Electro can absorb any form of electricity directed at his body or in proximity to him. He automatically absorbs any attack using electricity that strikes his body, healing 1 point of WP/VP damage for every 10 he absorbs. He can also choose to absorb any electricity within 100 ft. of his position. This will diminish the electricity and heal him for the same amount.

Electrical Aura

Electro is surrounded by an electrical aura whenever he uses his powers This deal 10d6 points of electrical damage to any creature sharing his space or striking him with a natural weapon that is not insulated. Those striking him with manufactured weapons have their weapons take this damage and metal weapons channel it into the user. He can choose to not inflict damage to those in his space as a free action.

His aura also allows him to make a slam attack that deals an additional 5d6 electrical damage.

Electrical Charge 

Electro can use an intense to charge himself up to full power using ambient electricity in his area. When he does so he receives several benefits.

  • -His receives a +10 bonus to his Strength and Superhuman Strength Level 3.
  • -He receives a +10 bonus to his Dexterity and Super Speed Level 3.

He can maintain his charge for up to 7 rounds before he must again establish it. If he absorbs at least 10 points of electricity in a round it extends the time he can maintain his charge by another 1 round.

Electrical Control 

Electro can manipulate electricity for a number of effects as a swift action He is able to shape it into various forms including cages and nets and twist his own blasts and control their point of impact (granting him a +10 to attack rolls with his electrical blasts). He has shown the ability to control any electricity he can see.

Electro has shown the ability to completely nullify and manipulate electrical based technology well. As an attack action he can completely shut off or control any electrical based powers or equipment within his line of sight. (Fort save DC 26 to avoid)

Electro can disrupt someones synapses with his mastery of electricity. At a range of up to 500 ft. he can inflict 1d4 Dexterity damage and paralyze his target unless they succeed on a save (Fortitude DC 26). A successful save negates paralyzation and halves the stat damage.

Electro is also naturally shielded against psychic attacks. He receives a +4 on saving throws against 
mind-affecting assaults.

Electrical Blast Electro can project a bolt of electricity at his foes, dealing 15d6 electrical damage as an attack action. This power has a range of 1000 feet and requires a ranged touch attack to connect.

As an intense action he can project this power in a 200 foot line or 100 foot cone (Reflex DC 21 half), dealing 30d6 electrical damage. Electro can maintain his power in this manner for 25 rounds, after which he must begin making Fortitude save every round (DC 10 +1 per round). Failure deals him 1d6 nonlethal damage and causes him to become fatigued.

As a full round action, Electro can release up to ten-million volts in a radius around his body. Electro deals 35d6 electrical damage in a 500 ft. radius centered on himself (Reflex DC 26 half). Electrical resistance is halved against this attack. After using his radius blast, Electro is considered fatigued and cannot generate electricity until he absorbs at least 50 points.

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