Tuesday, September 29, 2020

Dr. Victor Frankenstein from 'Penny Dreadful'

 If you cannot endure the nightmare, you should not lie down for the sleep.

Victor Frankenstein

 


 

 

 



 

 

 

 

 

 

 

 

 

 

 

F: Typ (06)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Rm (30)
I: Ex (20)
P: Ex (20) (At beginning of series), Rm (30) at end of series)

Health: 32
Karma: 70/80
Resources: Typ (06)/Ex (20) (Depending on the Resource backing of Malcolm Murray)
Popularity: 2 (within London Resurectionists and such in Greater London).

Talents:

  • Nobility*
  • Medicine*
  • Chemistry
  • Occult Lore
  • Multi-Lingual
  • Firearms
  • Knowledge: Greater London Medical
  • Knowledge: London Area
  • Knowledge: Basic Meteorology
  • Knowledge: Necro-Engineering (Returning the dead to life)
  • Forensics and Pathology
  • Electrical Engineering
  • Sharp Weapons: Small


Powers:
Victor Frankenstein has no known supernatural abilities.

Equipment:
Laboratory: Frankenstein usually has access to a laboratory which is capable of providing him with access to power, chemicals, surgery, and other necessary tools in his research. Frankenstein’s resources are tied directly into how much material he has to work with in shaping and maintaining his lab, and its location is only known to a few individuals at any one time.

Contacts:
Frankenstein has some connections throughout the city, but mainly can rely on Ethan Chandler and Malcolm Murray as reliable contacts. Frankenstein might be able to rely on his surviving creations – The Monster/John Clare and Brona/Lily, although this is doubtful. In addition, Frankenstein went to school and still maintains cordial relations with Dr. Henry Jekyll.

Limitations:
Victor Frankenstein has several limitations which work differently than regular limitations. At the start of any event, The Judge determines which limitations are in play without telling Frankenstein immediately. Due to the nature of Frankenstein’s limitations, certain limitations may come into play while others may not. These limitations include (and are not limited to):

  • Dark Secret: Frankenstein has reanimated the dead, giving life to the lifeless. Frankenstein is reluctant to tell anyone this secret (even his most trusted comrades, some of whom still do not know). Frankenstein’s steps to protect this secret are unknown, but anytime that it may be discovered Frankenstein must make a Psyche FEAT reaction.
  • Enemy: First Creation – Frankenstein has an unusual relationship with his first creation, wavering between hatred (John Clare rightfully feels abandoned by his creator) to support (Frankenstein agrees to create a mate for this creature). The relationship is complex and never really certain, as Clare maintains both a respect and menacing presence in Frankenstein’s life.
  • Enemy: Third Creation – Frankenstein loves/hates/desires Lily, and will work against his own intuition to regain her love. At the same time, after the Season 2 finale, Frankenstein becomes obsessed with regaining her/stopping her. Lily does not trust her ‘creator’, and while the two have parted, it is uncertain what the future would hold.
  • Guilty: Frankenstein feels a degree of guilt (rightfully so) of his actions, but does not necessarily understand them while he acts. This continues well into the final season and beyond.
  • Socially awkward: Frankenstein is awkward at times and can allow his agitation and intellectual arrogance to place him in difficult situations. The situation has led to many inadvertent comical situations, but has placed him in real danger as he did not understand the nature of his threats on occasion.

Originally published on 31 October 2017 at classicmarvelforever.com

Penny Dreadful - Do you believe there is a demimonde?

 

Debuting in 2014, Penny Dreadful  represented a different sort of show and was a dark contrast to how horror and period shows were done to that point. Gritty and full of references to the gothic horror that spawned it, Penny Dreadful re-imagined both the characters that were drawn from classic literature as well as the well-known folklore around such creatures. To say it was probably my favorite show of the last several decades would be an understatement. I've attempted to capture the elements of the characters in these write-ups and have a few more down the road.

Ethan Chandler (Played by Josh Harnett) - An American gunfighter hiding a deadly secret
Frankenstein's Monster (Played by Rory Kinnear) - the first creation of Dr. Frankenstein 
Sir Malcolm Murray  (Played by Timothy Dalton) - An famed explorer and man of means
Vanessa Ives  (Played by Eva Green) - A family friend of Sir Malcolm's daughter, witch, and psychic.
Dr. Victor Frankenstein (Played by Harry Treadaway) - A physician and scientist obsessed with death.
Sembene (Played by Danny Sapani) - A mysterious figure and ally of the group tied to Sir Malcolm.
Dorian Gray (Played by Reeve Carney) - A youthful immortal who is ageless and sins without regret.
Lily Frankenstein (Played by Billie Piper) - The reanimated Brona Croft - powerful and dangerous

Buck Rogers in the 25th Century (and Twiki)

 From early stories in 1928 by Philip Nowlan and reworked in late 1929 by Flint Dille, the science fiction Rip Van Winkle helped define the idea of science fiction in the 1930s, being the first Science Fiction radio show as well as one of the first pioneering figures in television. The parallels between Flash Gordon and Buck Rogers are fairly obvious: Strong pulp heroes that usually encounter a situation or environment that they must use their natural abilities in skills to overcome their new world. Unlike Gordon's Dale Arden, Wilma Deering is far from helpless, and is often an equal if not superior to the future-struck Rogers.

This write-up is a combination of several sources, but I won't lie, it's the 1980s Buck Rogers that sticks in my mind the most.




Buck Rogers




 

 

 

 

 

 

 

 

 

William "Buck" Rogers

F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm (30)
R: Typ (6)
I: Rm (30)
P: Rm (30)

Health: 100
Karma: 66
Resources: Gd (10) as an Earth Operative
Popularity: 50 as Buck Rogers, the man from the 20th Century, but "0" as having a data file or ident chip

Talents:

  • Athletics
  • Military
  • Guns
  • Pilot
  • Leadership*
  • Knowledge: Football
  • Knowledge: Earth Directorate Protocols
  • Knowledge: Earth Directorate Enemies
  • Firearms
  • Astrogation
  • Resist: Domination*
  • Martial Arts A, E
  • Knowledge: 20th Century
  • Detective/Espionage
  • Artist: Cooking


Powers:
Roger's Luck: If faced with a kill result or difficult situation, luck will be in Rogers's favor. Rogers will always have an avenue of escape, make the last minute save, or dodge the certain death awaiting him.

Contacts:

  • Colonel Wilma Deering: Earth Defense Force
  • Dr. Huer: Director of the Defense Directorate
  • Twiki: Buck's sidekick and robotic ambuquad
  • Dr. Theopolis: The attache to the Defense Directorate from the Computer Council
  • Princess Ardala: while often a nemesis and clearly early on an enemy, it is probably that if Buck truly needed help, Ardala would provide it in an instant.
  • Hawk: Buck's former Nemesis and associate on-board the Searcher



Limitations:
Cocky: Bordering on Arrogant, Buck has a reputation of being just one hair shy of cocky. Rogers has been put into positions due to his attitude more than once that have been made difficult.
Man out of time: While adjusting to the future, Buck is still influenced and often confronted with his differences as being a man five centuries out of date. From clothing to mannerisms, Buck is often noticed as being occasionally 'odd'.

Twiki



 

 

 

 

 

 

 

 

 

 

 

 

 

F: Typ (6) A: Typ (6) S: Pr (4) E: Am (50) R: Gd (10) I: Ex (20) P: Ex (20)

Health: 66 Karma: 50 Popularity: 10 Resources: N/A

The ambuquad assigned to Buck Rogers, Twiki has shown his loyalty, will, and quirkiness more than once. Constructed as a mining robot, Twiki has none the less represented a iconic addition to Buck's history.
 

Powers:


  • Robotic Construct: Twiki is a robot, and does not need to breath, eat, or sleep (Although he does need to shut down). Twiki is not affected by disease or normal radiation, and has shown that he can survive the rigors of space. Constructed for more of a role as a support robot, the materials used in his construction grants Twiki RM (30) body armor vs. Physical damage, including corrosives, and Ex (20) vs Energy.
  • Short Stature: Twiki is less than 4' in height, and requiring a -1 cs to hit him at range.
  • Total Memory: Twiki's memory capacity has yet to be reached, and he can recall items quickly and Communication: Twiki can tap into standard communication systems.



Talents:
Twiki literally could be programmed with any talent imaginable given time and limited by his physical features. As such, Twiki currently has displayed the following within the series:

  • Pilot
  • Repair/Tinker
  • Electronics
  • Knowledge: Outlaying systems
  • Knowledge: Earth Defense Directive systems
  • Knowledge: Searcher protocols
  • Knowledge: 20th Century Mannerisms
  • Knowledge: 20th Century history
  • Guns
  • Astrogation


Contacts:

  • Dr. Theopolis
  • Crichton
  • Buck Rogers


Limitations:  

  • Limited Mobility: Twiki may have better accuracy and agility, but he does not move very fast. Twiki can only move 1 area per round at top speed, and cannot easily navigate stairs or the like. 
  • Communication glitch: Twiki begins communication with a 'Beeda Beeda Beeda'. 

 

This write-up was originally published on ClassicMarvelForever.com on 17 November 2009

Jack's Heroes - write-ups of heroes from throughout the ages



 A good deal of the time I focus on Halloween or horror write-ups, but I've worked to stat a number of characters over the years that I either wanted to stat or had not been written up that I always felt needed to be. Jack's Heroes were write-ups that were characters I really dig and I hope I've captured properly. I have villain write-ups on the way as well as the heroines and villaness write-ups on their separate section.

 

 The Angel -  from Golden Age Marvel
Azrael - St. Dumas's avenging angel
Buck Rogers, hero of the 25th Century
Captain America - Jack's definitive write-up
Captain Marvel - Fawcett's greatest hero
Captain Nemo - The mysterious captain of the Nautilus
Commander Steel - the DC heroes 
Cosmic Boy - Hero of the 30th Century
Deathblow - Michael Cray, member of Team 6   
Doctor Syn, Alias the Scarecrow - The Scarecrow of Romny Marsh 
Elijah Snow - Leader of the Planetary
The Enemy Ace - Hans Von Hammer, the Hammer from Hell
Flash Gordon - Savior of the Universe
Hawkman - Carter Hall, Katar, Prince Khufu
The Human Fly - Stuntman and Marvel hero
Gambit - Thief, mutant, X-man, and cardsharp
Jon Sable: Freelance - Mike Grell's bounty hunter, mystery man, and adventurer
Jonah Hex - The gunslinger and bounty hunter
Karate Kid - Master of martial arts from the 30th century
King Faraday - DC's premiere secret agent
The Lone Ranger - Masked hero of the plains
The Man from Atlantis - Amnesiac hero from the 1970s
Manhunter - Paul Kirk - he who hunts the most dangerous game
Max Payne - Burned out ex-cop vigilante
Mike Power - Atomic powered cyborg and member of the GI Joe Adventure Team
Nemesis - DC's master of disguise Tom Tresser
Ninjak - Valiant's British spy and master ninja
OMAC - The John Byrne version of Jack Kirby's future super soldier
The Phantom - Lee Falk's Ghost who Walks
Rom the Space Knight - The silvery champion from Gallidor
Paladin - The mysterious man whose motto is 'Have Gun will Travel'
Richard Eagle - Mystical martial artist and detective
Rick Flag Jr. - Commander of DC's 'Suicide Squad'
The Shadow - the mysterious vigilante who knows what evil lurks in the hearts of man
S.D. 'Snake' Plisskin - Gunslinger and master criminal in the future
Solomon Kane - Puritan Adventurer who seeks to do good.
Son of Vulcan - The Charltan Comics champion of the gods
Space Ghost - The specter of the space-ways and champion of justice
Spider-Man 2099 - Miguel O'hara, the spider-man of the future
Travis Morgan - The Warlord of Skartaris 
X-O Manowar - Alaric the barbarian armored warrior
Yondu (Original) - The archer extraordinaire of  Guardians of the Galaxy
 
 

The Twilight Zone - A journey into a dimension of sight and sound

 



Debuting in 1959, The Twilight Zone revolutionized television, Horror, Science Fiction, and Fantasy by providing thought provoking subjects mixed with human experience and exceptional storytelling. Ranging from the most fantastic to the most personal, The Twilight Zone  introduced many things into the cultural zeitgeist from the most talented writers of any era. 

I've covered some of the more interesting creatures and aliens from The Twilight Zone and have many more planned in the future. 


For now, we have:

Anthony Fremont from 'It's a good life'
The Gremlin from 'Nightmare at 10000/20000 feet'
The Kanamits from 'To Serve Man'


Wednesday, September 23, 2020

The Elementals from Bill Willingham

 



Created by Bill Willingham in 1984, The Elementals was one of Comico's breakout hits during the 1980s and remained a standard for independent comics until ending in the 1990s. Combining magic, mythology, and the other tropes of a superhero comic, The Elementals continued to break the same ground that The X-Men and other traditional four-color comic broke during the 1980s and provided a look into a world where the traditional enemies were not so clear-cut.

Formed by the elemental forces of the universe to do battle with a powerful sorcerer named Saker, The Elementals themselves were drawn up from fairly diverse backgrounds, not always able to work together or unite against a more organized enemy.

When I got into Independent comics in the 1980s, The Elementals  were a major part of that period for me, shaping me not only as a writer but as a GM and creator. Although Willingham sold the Elementals to Comico in the 1990s it is difficult to see anyone but Willingham crafting the Elementals or designing their stories - a trait that Willingham showed with extraordinary skill during his phenomenal run on Fables.

I've covered the initial team but will be adding to it in the future with their enemies. So far we have:

Fathom - Becky Golden - An heiress who drowned and was resurrected by the elemental spirit of water

Monolith - Tommy Czuchra - The youngest and smartest of the Elementals who was killed by a landslide and resurrected by the elemental spirit of earth

Morningstar - Jeanette Crane - A former police detective killed in an arson attack, resurrected by the elemental spirit of fire. 

Vortex - Jeff Murphy - a former military pilot who died in an event related in a helicopter crash. Resurrected by the elemental spirit of Air. 




Sunday, September 13, 2020

Tulip-Head, The Upside Down, and Barb from

Tulip-Head (Demogorgon)





 

 

 

 

 

 

 

N/A

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Pr (04)
I: Rm (30)*
P: Gd (10)

Health: 140
Karma: 44
Resources: N/A
Popularity: 0

Talents:
Tulip-Head has shown no real intelligence outside of cunning and instinct as of yet. As such, Tulip-Head has no real talents.

Powers:
Extra-Dimensional Being:
Tulip-Head is a creature who exists in both the prime material plane and in the Astral Plane (dubbed ‘The Upside Down’), and is capable of crossing between the two after its home dimension was accessed by Eleven during a psychic experiment. While Tulip-Head is the nickname for the creature from the internet, the creature has no name and has displayed no real intelligence outside of a desire for prey and an enhanced set of animal instincts. Tulip-Head plagues the small town of Hawkins for almost a week, abducting and eating several residents (as least six to eight) during its initial encounter. Tulip-Head has been observed to have the following abilities:

  • Extra-Dimensional Physiology: Tulip-Head seems to be adapted to exist in a state of Astral space dubbed ‘The Upside Down’. As such, its physiology is perfected to be a predator. Tulip-Head seems to have Ex (20) Armor vs. Physical attacks, although it can be trapped and harmed by objects which halve its natural defense. Tulip-Head is immensely strong in comparison to a human being and has greater agility and endurance due to its adaptions. Tulip-Head is also perfectly adapted to its existence in the Upside Down.
  • Natural Weaponry: Claws: Tulip-Head’s claws can sever objects and do Ex (20) damage, halving natural and artificial normal armor’s effectiveness.
  • Natural Weaponry: Bite: Although not expressly seen, the detachable and sectional mandible of Tulip-Head makes it capable of rending flesh with Ex (20) ability.
  • Dimensional Travel: Tulip-Head can move freely between normal space and the Upside Down with Am (50) ability. Tulip-Head can also drag individuals with it, usually future victims by touch. Whenever Tulip-Head moves between dimensions, the electromagnetic spectrum goes wild and visible distortions occur. This is usually followed by an organic residue and similar distortion in many areas that it opens its gates from. Moving through water seems to be the easiest means, and leaves no immediate residue. Tulip-Head favors specific areas to cross over dimensions, such as Hawkins Labs or the Byer residence. These areas as well as areas outside of the woods are the places in which the veils between the Upside Down is thinnest with normal space.
  • Regeneration*: Tulip-head recovers very quickly from damage, recovering from both a series of attacks and being set on fire in a short time. Tulip-Head seems to have Ex (20) Regeneration, as well as Gd (10) recovery. It has been suggested that Tulip-Head regenerates faster after feeding.
  • Tracking*: Tulip-Head is able to track across the dimensional barriers with Rm (30) ability, being able to track specific prey once it has engaged them or ‘locked on’ again. Tulip-Head seems to require encountering an individual in order to track it, and cannot track someone whose ‘trail’ is cold or off (It had issues with Will Byers in the Upside Down once it lost him, but once it knew where to begin its search, it was able to pick up the trail quickly).
  • Dimensional ‘Sensing’: Tulip-Head can perceive what is happening in real time from the Upside Down at the same time, utilizing a sense which allows it to sense in both places at once. Tulip-Head only needs to make an Intuition FEAT in order to perceive what’s going on in a particular area, but is limited by its instincts and intelligence.
  • Blending: Tulip-Head is able to distort the visual spectrum and appear nearly invisible. Tulip-Head does with Rm (30) ability. Tulip-Head is not truly invisible, but for the most part as it only attacks in dark locations at night, it might as well be.


Contacts:
Tulip-Head has no contacts.

Limitations:
Very little is known about Tulip-Head, whether there are more than them or if it was a solitary creature. What is known is that Tulip-Head has several key limitations, which include:
  • Predatory Animal Intelligence: Despite its cunning, Tulip-Head has only a basic animal intelligence. As such, Tulip-Head is lured into a trap utilizing the proper prey, as well as hunt for prey rather than possessing an agenda. As such, Tulip-Head can be manipulated into traps and activities accordingly.
  • Dimensional Physiology: Tulip-Head thrives in darkness and at night. Tulip-Head is not active during the day nor does it seem to prefer to act in places which is artificially lit, unless provoked or drawn by great deals of blood. Tulip-Head suffers a -1cs to activities in daylight (but not artificial light). Tulip-Head must make a Psyche FEAT to operate in well-lit areas.
  • Terrifying Visage: Tulip-Head is hideous and alien, forcing those that deal with it to have a -2cs reaction bonus.
  • Blood: Tulip-Head is drawn to blood, requiring a -2cs Psyche FEAT to resist appear and attempting to attack areas where fresh blood exists. The larger the amount, the greater the chance that Tulip-Head will be drawn.
  • Dimensional Distortions: Tulip-Head’s emergence into normal space always includes electromagnetic distortions of an area as well as physical effects as the creature appears. As such, Tulip-Head’s appearances can be somewhat prepared for and tracked. Once the distortions begin, Tulip-Head appears 1d6 Rounds later.


The Upside Down

But what if he was there? What if we just couldn't see him? What if he was on the other side?

 


 

 

 

 


 

 

 

 

 

 

The Upside Down is a dimensional space similar to Astral Space discovered by Eleven when undergoing an experiment at Hawkins Lab. The Upside Down is a dark mirror of the normal world, with similar buildings, objects, trees, and other landmarks in a distorted version where the temperature is always just above freezing and that nothing living exists outside of the Monster. The Upside Down can only be accessed through dimensional portals, such as the maintained portal at Hawkins Lab or the temporary portals created and used by Tulip-Head during its nightly forays into normal space.
Due to the extreme nature of the Upside Down, things seem to be breaking down or in ruins compared to their counterparts in Normal Space. It is unknown if the Upside Down is bound specifically to the areas around Hawkins or if it is somehow a pocket dimension. What is known is what happens to those who find themselves in the Upside Down:

  • Reduction in Endurance: The Upside Down begins attack a person’s Endurance, which begins with a Fe (2) ever-present cold and chill. Slowly, gradually the person finds their Endurance ranks lowered, depending on their time in the Upside Down and how they arrived. If a person arrived with warmer clothing or a bio-hazard suit, they may find the effects lessened. Persons inside the Upside Down must make Endurance FEATS each eight hours they are present. A White Result lowers the Endurance of the victim by -1cs. Once the victim reaches Shift 0 Endurance, they simply are overcome and die. What should be interesting to note is that the effects of The Upside Down may also be mitigated or slowed by familiarity: If a person goes to somewhere they know (such as Will Byers going home or to his constructed club-house known as Ft. Byers), the effects are lessened and while suffering the cold effects they victim can maintain their Endurance. Mechanically this is represented by an additional Psyche FEAT before the Endurance FEAT. A green result or better means that the person can avoid the Endurance FEAT check for that period.
  • Darkness: It is always night in the Upside Down, reducing visible perception to about 20’ in most areas. Intuition-based actions are limited by -2cs in the Upside Down, and those with enhanced senses, Danger Sense, or other senses will find them reduced even further to -4cs while present inside of the Upside Down.
  • No Obvious Portal: There are no obvious exits or portals in the Upside Down, with the only real portal inside of Hawkins Laboratory. Dimensional Travel outside of the Upside Down is limited, requiring the use of established exits or portals created by Tulip-Head during its ruptures into normal space. Individuals can make Intuition checks to perceive some activities, and watch and observe actions in normal space. Exits however are difficult, and may attract Tulip-Head.


Barb




 

 

 

 

 

 

 

”I’m Chill"

Barbara Holland

F: Pr (4)
A: Pr (4)
S: Pr (4)
E: Typ (6)
R: Gd (10)
I: Gd (10)
P: Typ (6)

Health: 18
Karma: 26
Resources: Pr (4)
Popularity: 0*

Talents
Student*

Powers
None

Contacts
Nancy Wheeler
The Internet

Limitations
Nancy Wheeler’s Best Friend: Barb attempts to Look out for Nancy at all times, which leads to a lot of trouble and a helluva pool party.

Maximillian from 'The Black Hole' (1979)

 Maximilian, the time has come to liquidate our guests...‘




Maximilian

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Maximilian, Advanced Prototype.

F: Rm (30)
A: Rm (30)
S: In (40)
E: Am (50)
R: Typ (06)
I: Ex (20)
P: Rm (30)

Health: 150
Karma: 56
Popularity: 0
Resources: N/A

Talents:
As a robot, Maximilian can be programmed with whatever skills its creator determines it to have. In The Black Hole, Maximilian displayed (or was alluded to have) the following skills:

  • Knowledge: Cygnus Operations
  • Knowledge: Robotic Construction
  • Leadership* (Other Robots)
  • Administration: Cygnus
  • Edged Weapons
  • Starship Operations
  • Pilot
  • Aerial Combat
  • Computer Operation
  • Astrogation
  • Energy Weapons
  • Marksman*

Powers:
Robotic Construction: Maximilian is an advanced prototype of rogue genius Hans Reinhardt, built to serve as the first officer, chief enforcer, and silent assassin of its creator. Maximilian was designed for several purposes, and as such, has the following abilities:
  • Robotic Immunity: Maximilian does not need to eat, sleep, or breath. Maximilian is immune to disease and toxins, and can survive in the rigors of space.
  • Armored: Maximilian's outer construction is built to last, granting him In (40) protection against most energy and physical attacks. The outer shell can be pierced by objects such as high intensity drills (As V.I.N.C.E.N.T. did) or effects which could halve effective body armor rank. Maximilian's outer hull provided complete protection of its systems including and not limited to extreme pressure and temperature, in which it received a +1cs to resistance.
  • Multi-Armed: Maximilian possessed six separate 'arms', armed with fine actuators to serrated whirring blades. Maximilian could use its limbs for effect multiple actions, granting it up to three additional actions per round.
  • Serrated Blades: As stated previously, Maximillain's arms were equipped with claw-like blades which could be made to spin. Maximilian could do Ex (20) edged damage, halving effective body armor and protection.
  • Lasers: Maximilian was armed with lasers which could do Rm (30) damage.
  • Communication Systems: Maximilian was built with a transceiver which would allow it to communicate with its creator via ship systems and other robots in the S.T.A.R series. Maximilian could also interface with systems within the ship with Ex (20) ability and range.
  • Flight: Maximilian was always hovering, and possessed Ex (20) levitation and flight. Maximilian could maneuver at its Agility rank with a simple FEAT.
  • Higher Willpower: As shown in Max's RIP, Max was not a standard robot (Few robots go to hell). Max had its own Psyche score, and unlike other robots, was not hampered by the negatives often associated to cyborgs and robots. Max could even ignore the cries of its creator to save it.

Contacts:
Maximilian had only one contact, its creator Reinhardt.

Limitations:
Maximilian had several clear limitations:
  • Silent: Maximilian had no vocalization ability, and could not communicate with individuals.
  • Aggressive: Max was naturally aggressive, often attempt to provoke its 'guests'
  • Self-Survival: Max was ultimately willing to abandon its creator for its own survival.
  • Bloodthirsty: Maximilian was bloodthirsty, and would seek to kill when allowed. Max would spend Karma for kill results.

Graboids from 'Tremors' (1990)

Graboids

 




 

 

 

 

 

 

 

F: Ex (20)
A: Gd (10)
S: Rm (30)
E: In (40)
R: Pr (4)
I: Mn (75)
P: Pr (4)

Health: 100
Karma: 83
Popularity: (At the end of the first movie) -10
Resources: N/A

Talents:
N/A

Powers:
Subterranean adapted physiology: The Graboid is ideally suited to its underground existence, capable of the following powers:

  • Armored Skin: Rm (30) resistance to Physical (It is practically immune to small arms fire), Ex (20) vs. energy
  • Hyper-Burrowing: Am (50) through rock and porous earth
  • Vibration detection: Am (50) - The Graboid can detect the smallest vibration across several miles
  • Protected Senses: Sight: The Graboid cannot be blinded, as it is already
  • 720 degree "vision": The Graboid cannot be blindsided, although it is capable of being distracted.
  • Mouth 'Tentacles': The graboid utilizes several appendages capable of grappling with In (40) ability and doing Ex (20) edge damage, limited to about 6-8 feet. The typical graboid can have between 4 - 6 such tentacles, and uses them to snare prey.
  • Natural Weaponry: Bite: A Graboid can tear through obstacles and food with In (40) bite.
  • One Area Charge: The graboid's physiology allows it to be able to enact a charge within one area. A graboid's head is reinforced and capable to handling a charge.
  • Land Stealth: A graboid is capable of Ex (20) stealth, and can perform a sneak attack if not encountered in the same area.


Contacts:
None

Limitations:

  • Limited Senses: A graboid is functionally blind, and is extremely reliant on its vibratory sense. Kinetic or vibration area attacks gain a +2cs bonus to stun a graboid. A graboid suffers an additional 1d10 rounds of stun if it fails its Endurance FEAT.
  • Monstrous Size: A graboid is between 15 - 25 feet in length, and as easily spotted when near the surface. If spotted, the Graboid loses its ability to make a sneak attack.

Pinhead from 'Hellraiser' and the Lemarchand Configuration Box

Pinhead




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Formerly Captain Elliot Spenser.

F: Ex (20)
A: Ex (20)
S: Ex (20)
E: Mn (75)
R: Ex (20)
I: Mn (75)
P: Mn (75)

Health: 135
Karma: 170
Popularity: -20 as Lead Cenobite
Resources: Am (50) to Mn (75) in the Netherverse.

Talents:
Mystic Origin*
Knowledge: Demonology
Knowledge: The planes
Knowledge: Cenobite Lore
Knowledge: Dark Secrets
Knowledge: Torture
Knowledge: Human anatomy
Knowledge: Human Desires


Powers:
Lead Cenobite: Pinhead's powers derive from both being a cenobite and the position of lead cenobite. As such, Pinhead has several key abilities, some of which are:
- Invulnerability: Gd (10) True Invulnerability to damage.

  • Self Revival: Even if Pinhead is killed or destroyed, he will return.
  • Telepathy: Rm (30)
  • Invulnerable to Toxins, Disease, aging, poisons, and other such.
  • Self-Sustenance: Pinhead does not need to eat, breath, or sleep
  • Illusion Casting: Rm (30) illusion casting
  • Teleportation: Am (50)
  • Gateway: Between worlds and dimensions with Mn (75) ability
  • Combustion: Rm (30)
  • Hooked Chains: Pinhead can manifest and control multiple hooked chains that can strike, reshape, or extend to two areas of length doing Am (50) slashing damage, which also halves effective body armor, body resistance, Armor skin, and True Invulnerability as well as bypassing force fields. The chains are capable of entangling with Rm (30) strength, and also do additional damage from struggling due to the hooks (+1cs for each round of struggle). The Chains are considered one of Pinhead's most noticeable and powerful attacks.
  • Summon and control Cennobites: Pinhead can summon and control lesser cenobites, all who must make a Psyche check against Pinhead's psyche to resist. Unless of equal rank, such as the Channard or Angelique.
  • Create other Cennobites: As seen in the third movie, Pinhead can create cenobites through a process of tapping into the dark desires of an individual and forcing them into becoming a cenobite through killing them. Pinhead must make a psyche FEAT in order to create a Cenobite, and once risen, the new fledgling Cennobites will be under his complete control.



Contacts:
Cennobites: Pinhead has multiple contacts within Cenobite society, serving as their most visual member and lead, although it is debated he is the Cenobite leader (as stated in Hell-bound Heart).

Limitations:
Although Pinhead is extraordinary in power, there are key limitations:

  • Bound by Netherverse rules: Pinhead cannot violate certain rules, and does not do so, punishing his charges who do so. Pinhead must appear when the Lamentation Configuration is solved.
  • Human Nature:Pinhead is vulnerable and loses his protections when reminded of his human life as Captain Spenser. The more Pinhead is forced to remember, the weaker he becomes.
  • Unusual Looks: Pinhead suffers a -1cs reaction bonus.



The Lemarchand Lamentation Configuration Box:




 

 

 

 

 

 

 

 

 

 

An ornate puzzle box originally described as completely smooth and then re-imagined with gold inlay, the Lemarchand Lamentation Configuration Box was designed as the ultimate puzzle, and when ultimately solved would unlock pleasures unseen...which later turned out to be the realm of the Cennobites and netherverse. The Puzzle box is made of simple wood and inlay, with barely noticeable means to manipulate it. Once solved, the box opens up, taking on a new configuration which also sounds a distant and loud bell. Within 10 rounds, A gate opens and the cenobites arrive.

The box:
Material: Ex (20) material, faintly radiates magic. Requires Ex (20) ability to solve it or 1-6 months. The box opens a gateway within 10 rounds of opening it, summoning Pinhead and other cenobites.


Note:
As with Darkness, Pinhead is difficult to fully stat properly due to how he has been represented, but the high psyche and intuition are clearly justified, especially in view of the nature of what the cenobites are. I placed his Endurance at Mn (75) purely based on the otherworldly nature, the requirements for having a high endurance to be lead cenobite, and again, how he has been represented so far.

Liquid 'Satan' from 'Prince of Darkness' (1987)

 Prince of Darkness








F: N/A
A: N/A
S: N/A
E: N/A
R: Un (100)
I: Un (100)
P: Un (100)

Health: *
Karma: 300
Popularity: - 20 (in future)
Resources: *

Talents:
Mystic Origin*


Powers:

Eldritch Horror: The liquid mass which is identified as Satan is considered to be an eldritch horror in the truest sense: It is an alien, unfathomable evil which exists to release the powers of the Anti-God into the waking world. While contained, 'Liquid Satan' is inert, existing in the real world as a swirling neon green liquid, always seeking means to escape its prison. The powers of the Prince of Darkness are limited by three major factors: The approximate closeness of the celestial alignment, the length of time released, and whether or not if a host is present. The Prince of Darkness has the following abilities when active:

  • Immortal: The Prince of Darkness cannot be destroyed or harmed in a conventional way, and remains in a liquid state until it possesses a host, which it will do the moment that it is freed. For all intents and purposes, the Prince of Darkness is immortal and invulnerable from real harm.
  • Possession: The Prince of Darkness can possess a host, destroying the spirit of the individual and replacing their RIP with its own. When the Prince of Darkness does so, it assumes the FASE of its host, and can act within the mortal world. It will continue to alter its host to fit the needs to free the Anti-God (No FASE increase, just more cosmetic), and will not release the host unless the host is destroyed (See below). The Host is granted Mn (75) regeneration and recovery, capable of regenerating limbs and recovering from other damage. In addition, the host body is effectively immortal so long as the Prince of Darkness resides in it.
  • Mass Possession: The Prince of Darkness is capable of mass possession of those individuals with Psyche ranks below Poor (4), capable of possessing up to 20 at a time without issue once active. In addition, the Prince of Darkness can liquefy, destroy, or transform its possessed minions (cosmetically), working to increase fear or terror with RM (30) ability
  • Possession: By entering individuals, The Prince of Darkness can possess specific individuals with Am (50) ability, reducing their RIP to Pr (4) and rendering them little more than zombies. The individuals are now tied directly with the the Prince of Darkness, being more than mental zombies to its will.


Dimensional Travel*: During a specific celestial alignment, the Prince of Darkness can open a door into the anti-matter universe where the Anti-God dwells. This dimensional opening must have a full length mirror for operation and must occur during the celestial alignment.


Limitations:

  • Unable to speak: the PoD may not verbally communicate even through its thralls
  • Thrall dependence: even more than other cases, the thralls and possessed victims depend on the PoD to remain active. If it is imprisoned or leaves a 6 square area presence, they die immediately.
  • Servant of a dark power: the PoD is merely the servant of the Anti-God

Contacts:

The Anti-God

Thursday, September 10, 2020

Bill Compton from 'True Blood' (HBO)

 I was made vampire in 1865, when I was thirty human years old.

Bill Compton

 


 

 

 




 

 

 

 

 

 

 

 

 

 

 

F: Rm (30)
A: Rm (30)/In (40)
S: Rm (30)/Am (50)
E: In (40)/Mn (75)
R: Gd (10)
I: Rm (30)/Mn (75)
P: Rm (30)/Am (50)

Health: 140/195*
Karma: 70/135
Resources: Rm (30)
Popularity: 5/30/40 (In Bon Temps/As the Avatar of Lilith/Spokesperson for

Talents:
Military*
Leadership*
Mystic Origin*
Knowledge: Vampires
Knowledge: Vampire Authority Organization.
Knowledge: Bom Temps area
Knowledge: History
Multi-Lingual*
Politics

Powers:
Vampire: Bill Compton is a relatively young vampire who possesses all of the abilities of a True Blood vampire of his age. Prior to his return as the avatar of Lilith, Bill did not have elder powers, but all of that changed once he drank the blood of Lilith. For Bill’s vampiric ability, please see the write-up on True Blood Vampires. Bill’s abilities as ‘Billith’ included:

  • Enhanced FASERIP: While Bill was enhanced by the blood of Lilith, his FASERIP, Health, and Karma increased to the secondary listings. It was stated openly by several of the other characters that Bill had become ‘The strongest creature on Earth’ and was capable of incredibly feats of strength and endurance. Bill could literally tear steel out of place, rending three-foot doors apart with little effort.
  • Increased Psionic Abilities: Bill’s hypnotic abilities and the ability to read the minds of those who had tasted his blood increased tenfold, going from their normal attributes to Am (50). Bill also gained telekinesis of Rm (30), able to move things easily with his mind, manipulate simple devices and machines, and use his will to move people and things in conjunction with his strength. Bill also gained a form of precognition allowing him to see and experience possible future events and specifically events involving vampires he was connected to. Bill would need to make a Psyche FEAT to resist the empathic pain from those terrible events or else he would feel the phantom damage as if he were taking it.
  • Flight: Bill could fly like an elder vampire with Am (50) airspeed, increasing his levitation skills by +3cs (normally Excellent).
  • Enhanced Vampiric Abilities: Bill’s vampiric abilities were incredibly enhanced after taking Lilith’s blood. Bill is considered to have the ‘Ancient’ level of power, making him at one time a rival to the original vampire’s abilities. Bill is also the only vampire to return from staking, regenerating instantly after being staked (which he did himself). Bill no longer suffered the limitations of being a vampire – Sunlight was a discomfort which could be eliminated with faerie blood, Bill no longer required permission to enter locations, and Bill was considered to be immune to most if not all the vulnerabilities that the TB vampire community had while the blood of Lilith was inside of him. In addition, Bill’s command of his progeny Jessica Hambey became a compulsion which Bill could use to cause rank damage to Jessica or any of Lilith’s line if he so chose.
  • Immunity: Sunlight: After drinking the blood of the vampire Warlow, Bill was immune from sunlight and could pass this immunity to any vampire that drank his blood. So long as Warlow remained ‘alive’, Bill and whomever drank his blood could remain in the sun indefinitely.
  • Enhanced Speed: Bill’s already impressive hyper speed as a vampire was increased to Mn (75) levels, allow him to potentially break the sound barrier and move with such alacrity to seem to be a blur. Other vampires had a hard time keeping up with him.

Vocal Mimic: Bill is able to perfectly mimic any human voice with Ex (20) ability, a power he had that was unique to him apparently and existed prior to his drinking of Lilith’s blood.
Contacts:
Bill’s contacts vary depending on his position and current situation. Bill could reliably call on Jessica Hamby, and was considered to be well entrenched with the Vampire Authority (at one point serving as the King of Louisiana. Bill could also call on Sookie Stackhouse with some regularity (until he took the blood of Lilith) and Eric Northman at different times. During his time as ‘Billith’, Bill’s powers made him capable of commanding any vampire or drawing any resources. Bill’s later time as author and ‘face’ of vampires tempered his disposition and made his contacts more reliable.

Limitations:
Before the blood of Lilith, Bill Compton had all of the limitations of a vampire, and additional ones as well:
  • Dark Secret: Bill secretly worked to engineer his meeting and bonding with Sookie Stackhouse.
  • Dark Secret: Bill had a dark past that he tried to hide, specifically his time with his maker Lorena, and the role he played during his period with her.
  • Public Identity: Bill is the public face at times of the Vampire Authority, and one of the most visible vampires in the world prior to his time as ‘Billith’ and even more so afterwards when he writes the book on the nefarious dealings of Governor Truman Burrell.
  • Protective: Bill is extremely protective of Sookie Stackhouse and Jessica Hamby, and will go to great lengths to protect either of them (Such as the time Bill walked into sunlight to try to save Sookie in season 1).
  • Villain: Bill’s activities during his first few encounters after becoming ‘Billith’ are villainous – seeking to capture faerie blooded individuals, forcing those to serve him for ‘the greater good’, and generally sharpening Bill’s worst behaviors. Bill is able to regain himself after losing the Blood of Lilith, but it takes some time to convince people he’s back to normal.
  • Infected: After Bill loses the blood of Lilith, he becomes infected with the vampiric Hepatitis which advances quickly. Bill is considered diseased and dying until his final destruction at the hands of Sookie Stackhouse.

Wednesday, September 9, 2020

True Blood (HBO Version)

 

 
Based on The Southern Vampire Mysteries, HBO's adaption True Blood represented both a departure from the standard horror fair for television and the constraints of broadcast television. During the course of its seven season run. Both with a serious horror and tongue-in-check vibe, True Blood  competed with its own genre constraints introducing a variety of modern issues cleverly disguised as fiction.

I've done several write-ups on True Blood characters over the the last decade for Halloween, and have a few more lurking:



 
Bill Compton - A vampire who becomes involved with Sookie Stackhouse early on and the main source of her romantic tensions. 
Pam Swynford De Beaufort -  Manager/Co-Owner of 'Fangtasia' - A vampire bar in Shreveport
Russell Edgington - One of the most dangerous vampires encountered and a snappy dresser.
Sookie Stackhouse - The main female protagonist, a telepathic waitress who becomes involved with the vampire world.
True Blood Vampires: How True Blood handles their vampires is very interesting



Nocturne from 'Marvel - The Lost Generation'

Nocturne


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Rm (30)
A: Ex (20)
S: Rm (30)
E: In (40)
R: Ex (20)
I: In (40)
P: In (40)

Health: 120
Karma: 100
Resources: Ex (20)
Popularity: -20 in own era

Talents:

  • Occult Lore
  • Chemistry
  • Robotics
  • Guns
  • Alchemy
  • Medicine
  • Martial arts: A
  • Crime*


Powers:
Nocturne was a vampire, who through the use of science and the Alchemical formulas of Diablo was able to shed some of his curse. As such, Nocturne had the following powers:

  • Hypnotism: Requiring eye contact, Ex (20) ability
  • Flight: Like Baron Blood, Nocturne's ability to change into a bat was lost, allowing him to fly with Ex (20) ability
  • Body Transformation: Fog: Nocturne could transform his body into fog with Rm (30) ability
  • Natural Weaponry: Claws: Rm (30) ability
  •   Natural Weaponry: Fants: Rm (30) ability


Nocturne also used a combination of science and technology in various alchemical mixtures. Among these mixtures was the ability to create a series of homocule soldiers.

F: Gd (10) A: Gd (10) S: Ex (20) E: Ex (20) R: fe (2) I Pr (4) P: Pr (4)
H: 60 K: 10

Contacts:
The Yellow Claw
Various Criminal organizations and groups

Limitations:

  • Vampire: Early in Nocturne's career, he was very careful to hide his vampiric state, go so far as using a specific weapon to cover his feeding. Until many years after his debut, Nocturne suffered from the traditional vampire limitations. Shortly after his discovery of the sleeping Diablo did Nocturne overcome these limitations.
  • Hunted: The First Line: Nocturne was considered to be the most dangerous villain of his day, and as such, was pursued relentlessly.
  • Enemy: The Black Fox: Nocturne's worst enemy was the Black Fox, who swore to kill him one day for the role Nocturne played in the death of the Black Fox's only love.

September 2020 Updates

 Howdy Ho All!

Just a quick note about some updates to the site you may have noticed. First and foremost, every write-up that was lacking an image has an image. This was part of a four-staged revamp of the site:


1. All stats are being recopied from my older site, Classic Marvel Forever, and my records. I have noticed that several write-ups were initially posted here, and I've been working to correct this. (IN PROGRESS)

2. Write-ups have been reorganized into categories under 'Rules and Stats' sections. For instance, if you're looking for my Halloween Write-ups, they would be organized accordingly. If you're looking for my Dark Shadows write-ups, they have their own sections etc. I'm working to clean up and organize the write-ups according to groups and post a central page you can browse from for each section. Once this is completed, I'll be adding additional write-ups to those sections. Some write-ups will be in several sections - just a head's up, but it should ultimately make the write-ups, rules, etc to find. (IN PROGRESS)

3. The old method of browsing the write-ups was to use the tags at the bottom of the page. This was a clunky, awkward, and strange way to organize things, and I've begun to clean up the tags and list them in 'Cloud' format - the tags that are largest are the ones that have the most articles, etc. I apologize ahead of time with the previous formats and I'm working to add tags that should have been included as I go. (IN PROGRESS)

4. I'm working on the links, and if you have a MSH site you wanted listed or linked, send me a note here and I'll add it. I'm working to remake this blog long-term, and I've put in more work on it in the last two weeks than the last two years - It will get better and I don't plan to abandon it. (IN PROGRESS).


So, I anticipate the next month will see a lot of 'random' write-ups appearing and new sections. If you have suggestions or would like to see something specific, please let me know.

We're closing on Halloween!

John Byrne's Danger Unlimited


 

 

Debuting during the creator/owner era of the 1990s, John Byrne's Danger Unlimited was a return to the classic four color comic writing that Byrne had brought to the medium with his famous run on Fantastic Four as well as working to create a backdrop for Dark Horse Comic's World's Best Comics shared universe. Moving between the 1960s and 2050s, Byrne created a story in which one of a famous quartet of heroes awakens in a future where Earth has been acquired by aliens and meta-humans are a memory. Faced with this future, a group of new heroes rise up to challenge what has happened and face the future.

Although reprinted several times in TPB format, Danger Unlimited has unfortunately not been continued since its earliest incarnations in the 1990s. I always liked the concept of DU, and appreciate the characters and their characterization. The write-ups represent some of the earliest I did either for Classic Marvel Forever or my own site back in the day.

So, Danger Unlimited! 

 

 

Belabet - The shape-changing super-strong member of the new Danger Unlimited
Caucus - The scientific multiple-man of the team, responsible for reforming it.
Thermal - The man out of time temperature controller and original member of Danger Unlimited.

 


Belabet from 'Danger Unlimited'

Belabet

 


 

 

 

 

 

 
 

 

 

 

 

 

 

Corporal Teresa LaFayette of C-OP

F: Ex (20)
A: Gd (10)
S: Gd (10)/Mn (75)
E: Ex (20)/Mn (75)
R: Gd (10)
I: Gd (10)
P: Ex (20)

Health: 60/180
Karma: 40
Resource: Typ (6)
Popularity: -20 in own era/20 to resistance


Talents:
Military
Law Enforcement*
Knowledge: C-OP Operations
Multi-lingual: English, Creole, French
Martial Arts C
Pilot

Powers:
Body Transformation: Rocky Armor Skin
Belabet can transform herself into a large, hulking, rocky figure which provides the following:

  • Armor Skin: Mn (75) protection
  • Increase of stats to bracketed values (See above)
  • Self-Sustenance: While in her armored form, Belabet does not need to breath or eat


Note: Belabete's transformation takes a single combat round, with her mass increasing by several hundred pounds (To between 500 - 800 lbs)


Contacts:
Grandma LaFayette
The New Danger Unlimited

Limitations :

  • Wanted: Belabet and the members of Danger Unlimited are currently wanted by the forces of C-Op and the alien overlords known as the Xlerii

Thermal from 'Danger Unlimited'

Thermal
 

 


 

 

 

 

 

 

 

 

 

 

 

Calvin Carson

F: Ex (20)
A: Ex (20)
S: Typ (6)
E: Ex (20)
R: Typ (6)
I: Gd (10)
P: Ex (20)


Health: 66
Karma: 36
Popularity: 40
Resources: Rm (30) in own era, Pr (4) in future

Talents
Knowledge: Hero/Villains
Knowledge: Danger Unlimited Operations

Powers:
Energy Sheath: Thermal could surround himself in an energy sheath of plasma, which possessed Mn (75) intensity. Within the sheath, Thermal could perform the following powers:

  • Heat Generation: Am (50)
  • Cryo-Generation: Am (50)
  • Temperature Control: In (40)


Note*: Thermal apparently could not fly under his own power.

Contacts:
Danger Unlimited: The Original Members
Danger Unlimited: The Second team

Limitations:

  • Amnesia: Cal has retrograde amnesia remembering very little about his past or the events leading to his suspended animation
  • Hunted: Cal and the new Danger Unlimited are hunted by law enforcement authorities in the future.
  • De-powered: Cal had yet to show his powers had been restored after his lengthy suspended animation.

Mark Harris, The Man from Atlantis

The Man From Atlantis



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Real Name Unknown, given name Mark Harris.


F: Ex (20)
A: Ex (20)
S: Rm (30)
E: In (40)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 110
Karma: 70
Popularity: 10
Resources: Individual Ty (6), as Part of the Foundation for Oceanic Research, Ex (20) accessible.

Talents:
Marine Biology
Underwater Combat
Knowledge: Marine survival
Knowledge: Foundation for Oceanic Research Operations
Knowledge: Unusual Marine Phenomena
Martial Arts: B
Pilot: Marine Craft


Powers:
Adapted Aquatic Physiology: Mark's physiology is uniquely adapted for a life above and below the water. As such, Mark Harris is capable of the following feats:

  • Water Freedom: Mark is completely at home in the water as on land, and is not hampered by it.
  • Water Breathing: Mark can breath water and can remain submerged for great lengths of time if not indefinitely
  • Adapted Senses: Mark's senses are acute and tailored for a life under the waves. He is considered to have Ex (20) dark vision, Gd (10) hyper hearing, and the ability to see underwater unaided.
  • Hyper Swimming: Mark is capable of Rm (30) hyper Swimming, capable of upwards of 60 Knots in short bursts.
  • Recovery: Mark is capable of recovering endurance ranks far faster than a normal human, with Rm (30) ability.
  • Body Resistance: Mark is capable of surviving the depths of the ocean, providing him with Gd (10) body armor.
  • Resist: Cold: As shown specifically in the comic, Mark can resist the icy depths of the artic with Ex (20) resistance to temperature extremes, specifically cold.
  • Communicate w/ Ocean Creatures: Mark has the limited ability to communicate w/ sea life at Pr (4), as shown in the comic.

Contacts:
Dr. Elizabeth Merrill: Chief Marine Biologist for the Foundation for Oceanic Research
The Foundation for Oceanic Research
Possible Atlantean contacts.

Limitations:
  • Amnesia: Mark suffers from Amnesia, unable to recall his life prior to washing ashore and being nursed back to health by Dr. Merrill.
  • Dehydration: Mark must immerse himself in water once per hour to revitalize himself. Failure to do so causes Harris to suffer -2cs to all physical stats per hour, and causes his extremities to become dark blue.
  • Unusual Looks: Mark has webbed hands and toes.
  • Enemy: Mark has a recurring arch-nemesis, the mysterious Mr. Schubert, A genius intellect who clashes with Mark on numerous occasions.

Jack's Write-ups: The 1970s

 

Back in 2010, I did a series of write-ups for Classic Marvel Forever's forums on characters from the 1970s, heroes that I grew up with and really liked. A number of the old Filmation characters as well as live-action characters from Saturday Morning and Prime-Time TV.

While these write-ups touch many other areas, these were dedicated to the decade in which bionic men and women existed with last survivors of Atlantis and incarnations of gods and goddesses - 


So, the 1970s:

Bigfoot and Wildboy - Wilderness heroes from The Krofft Super Show
Isis - Teacher Andrea Thomas uses an amulet to reveal 'The Secrets of Isis'
Jana of the Jungle - Protector of South American jungles while searching for her lost father
Lucan- Boy raised by wolves and just as feral
Man from Atlantis, The - The mysterious Mark Harris - an amnesiac survivor of Atlantis
Moray and Manta - Aquatic adventurers who seek to protect the oceans
Steve Austin - The Six Million Dollar Man
Superstretch and Microwoman - A super-powered pair of size and shape altering detectives
Webwoman - Mysterious arachnid heroine granted powers of the insect world