Here, in no particular order, are the submissions from various list members for the Octposterfest, aka the Strange Tales Postfest of the Marvel Saga Mailing List. Enjoy!! ------------------------- From: "Ty R. States" SON OF SATAN Daimon Hellstrom (a.k.a. Prince of Lies, Hellstorm, Devilspawn) version 1.0 by Ty States Strength 10X Agility 4X Intellect 4A Willpower 15X Edge 3 Hand Size 5 (30) Powers: Energy Blast (Hellfire) 12 Stunt: in addition to any damagae, the victim must make a Daunting (16) Willpower check or pass out from the pain. Detection (Stunt: Magic Detection) 8 Biophysical Control: Healing-Others 12 the target gains a card at the begining of an exchange if the Narrator's card is positive or neutral. An Average (8) feat will handle broken bones, non-terminal disease, and simple wounds. A Daunting (16) FEAT will heal physical trauma, wounds to organs, non-fatal poisoning, and terminal diseases. A Desperate (20) FEAT will cure mortal wounds, coronary attacks, strokes, toxic poisoning, and massive physical trauma. The Power seals the body and returns any still-living tissues to health. It cannot replace lost tissue. Exorcism 16 Through the Catholic Church's Roman Ritual of Exorcism, and his own demonic powers Daimon can release a being from any external domination imposed by a third party at a range of 10 feet. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there's a control, this Power can break it. Daimon's Intensity Level is compared to that of the Power controlling the subject. Upon severing the being's control over the subject, that being is immediately teleported to its home dimension. This Power commonly appears as a spell used by sorcerers and holy men. Alter Ego: By invoking, "the sign of the trident," Daimon could transform himself into his heroic form. It's possible this transformation just changed him from normal clothes to his Son of Satan outfit, or might really have some effect on Daimon's powers and physical abilities. Equipment: Trident The trident is a souvenir from an early battle with his father. It is made of "Netheranium," a psycho-sensitive element of a 20 material strength, which can hold Satan at bay (Acts as a 18 force field with a one area range, affecting only Satan and his powers). The trident also allows Daimon to: *Detect Demons: 10 *Flight: direct his soulfire for short flights at intensity 2. * call up the demonic steeds Hecate, Agnon and Set for longer journeys. These steeds pulled his chariot at 10 airspeed. The Chariot has 14 body. Skills: Occult Lore, Exorcism, Demonology, Theology. Daimon Hellstrom is the son of the powerful Demon who calls himself Satan, a pan-dimensional being of immense, immeasurable cosmic and mystical might who just happens to go by the name of the ultimate manifestation of evil. At one time, Satan took on a human form, and calling himself Hellstrom, fathered a child with a mortal woman. This child, born with a pentagram shaped birthmark on his chest grew up to be the Jesuit priest and exorcist Daimon Hellstrom. When he discovered his nature as the half demon heir to Satan, Daimon renounced his father and his birthright. Both on his own and as a member of the Defenders, Daimon fought against supernatural menaces usually outside the purview of the standard spandexed crime fighter. Daimon was an arrogant, brutal, and downright creepy warrior against the forces of the underworld. Daimon's human soul and demonic soul constantly battled for control of his body- occasionally merging, occasionally so far out of synch he seems to be two different people- in fact, DareDevil heard two heartbeats when he met Hellstrom. Daimon eventually succeeded in overthrowing his father. However, his Dark Soul gained control and he usurped his father's position as King of Hell. It is possible that Daimon's human soul will once more come to the fore, and he will become the heroic individual he has been in the past. -- Classic Marvel Superheroes RPG Page http://rivendell.fortunecity.com/battlespire/85/homepage.htm Professional Wrestling Tape Trading Page http://members.xoom.com/TyStates/index.htm GWF: What the Galaxy is Watching! http://www.freez.com/gwf/index.html ------------------------- From: "Sidhain" Legends of the Huntsman have existed for centuries, Herne, Cyerne, Cuernnos, are but a few of his names-. It is the age of legend when heroes arise with the powers of gods, but even they cannot hold back the night alone, so sometimes, in the darkest heart of midnight when evil strikes unfettered a clarion sound rips across the sky --a horn, a call to summon the Righteous to the hunt. A single man, chosen by the Righteous is transformed into the Horned Hunter, and bequeathed the 'hounds' dark spirits bound to hunt those who would spread evil, and the Spear and armor of his new path. Horned Hunter Str 17C Swords Spears Agility 9D Fast Exit Int --* Assessment Will --* Tracking *The Hunters Intellect and Will are those of the normal human form of the one chosen to become the Hunter Calling:Vengeance/Guardian (of Justice) Edge/Hand +1 to Edge/+2 to handsize (maximum of 4/6) of host. Powers: Spear +4 (Worthiness, Returning, Unbreakable) Body Armor+4(: Appears to be of bone, leaves and wood. Unbreakable) Emotion Control: Fear 12 -Radius Darkforce Control:12 -Teleport, Creatures/Summoning (Ability to summon the Hound which are living creatures of Darkforce as well as the Stag he rides: Hound Str 15 A 12 I 2 W 20 Health: 30 Max # 12, Body Transformation :Energy (Darkforce only) 12, Enhanced Senses: Infravision, All sense, Detect "Evil"-Rangeless, Tracking Stag Str 20 A 6 I 2 W 12 powers same as hounds plus Flight 20.) The Hunter cannot detect evil without his hounds they find the prey and harass it he follows and destroys it. Other Powers may exist of the Hunter chosen is already powered. the Hunter doesn't show up in broad day light ever, and doesn't show up and fight to protect the world from threats the heroes are handling he instead finds and slays evil that is not justly punished. This may put the Hunter against a group of heroes on a particularly stormy All hallows eve as they guard the prisoner who turned states evidence for a lesser plea (or were hired by someone the Hunter seeks) Appearance: The Hunter appears as a 9' tall humanoid figure with no mouth or nose just glowing green eyes and a rack of black stag horns which branch another 2-3 foot above his head, he is wrapped in bone and leafed armor, so green the leaves as to appear black, and the bone is white and appears to be human bones. The hounds are vaguely doglike shadows with maws which seemingly drip eldritch green fire and eyes that blaze like their masters. The stag appears as a alien to real stags as the hounds appear to dogs, green fire burns from its eyes and nostrils and sparks wherever it's hooves touch....when the Hunter speaks, an all too rare occurrence it seems to emanate from everywhere at once, as earth all of creation acts as his voice. ------------------------- From: TalonMail@aol.com The legendary Wand of Watoomb is one of the most powerful occult artifacts known. It is a short rod of yellowish metal, capped with a ball on either end shaped like a grinning demon's head. It was seperated into two halves long ago, one of which is usually in the possession of Earth's Sorcerer Supreme, Dr. Strange. The wand is capable of vastly increasing the powers of even a novice in the mystic arts, making it a dangerous item. It can open dimensional portals, for both travel and scrying, and allows the wielder to cast spells on anything seen via these portals, regardless of distance. The wand can also absorb magical energies and channel them for the wielder's own use. The Wand of Watoomb 20 [Absorption (Absorption Conversion, Healing, Limit: Only vs. magic), Dimensional Travel (gateway), ESP, Magic (Stunt only: Rangeless)] Steve Kenson ----- Talon Studio http://members.aol.com/talonmail ------------------------- From: TalonMail@aol.com Here are a few assorted mystical beasties from the Marvel Universe: Cultists: Strength 3X, Agility 3X, Intellect 2D, Willpower 4X, Edge 0, Health 10. Occult. Some have Magic 1-4. Calling: Demolisher (nihilists) or World Domination (most others). Hindrances: Obsessive (cult). These are typical members of a cult like the Darkholders or the Sons of Satannish. They have a penchant for hooded robes and late-night meetings where they try to summon up their evil patron to gain great mystical power for themselves. They're useful tool for more powerful occult villains. Demons: Strength 6X, Agility 3X, Intellect 1X, Willpower 3X, Edge 0, Health 10. Claws and Teeth +2, Wings 6. Calling: Demolisher. Hindrance: Susceptibility (to silver and holy weapons). These are fairly standard minor demons. Other demonic powers include (but are not limited to) Body Armor, Cold Control, Fire Control, Horns and various Resistances. They are summoned to serve sorcerers or sent by their infernal masters to serve their cults on Earth. Eye-Killers: Strength 9X, Agility 6X, Intellect 6D, Willpower 6X. Edge 1, Health 17. Occult. Claws +2, Energy Blast 12, Enhanced Vision 9, Imitation 9. Calling: Vengeance (against whites). Hindrance: Fatally Vulnerable (sunlight). Eye-Killers are Native American demons that have the bodies of snakes, the forelimbs of lions, and the heads of great owls. They are shapeshifters and tricksters, capable of projecting powerful mystical blasts from their eyes. The G'uranthic Guardian: Strength 16X, Agility 4X, Intellect 2X, Willpower 12X, Edge 0, Health 30. Body Armor +4, Life Drain (Willpower drain only) 16. Calling: Guardian (of the Dark Dimension). Hindrance: Physically Disabled (cannot move). The G'uranthic Guardian guards the entrance to the Dark Dimension, all who enter must pass beneath the Guardian's will-sapping beam, which springs from its single eye. Most are rendered helpless, easy prey for the soldiers of the Dark Dimension's ruler, the Dread Dormmamu. The Mindless Ones: Strength 9X, Agility 3X, Intellect 1X, Willpower 1X, Edge 0, Health 20. Body Armor +4, Energy Blast 8, Invulnerability (to Aging, Disease, Mental and Emotional Control, and Poisons), Regeneration 20. Calling: Demolisher. Hindrance: Bruiser. The Mindless Ones are creatures that live near the Dark Dimension, kept at bay by a powerful mystic shield. They are living mystical engines of destruction, knowing nothing but endless combat. They take any and every opportunity to attack and destroy. Have fun! Steve Kenson ----- Talon Studio http://members.aol.com/talonmail ------------------------- From: RPGMeister@aol.com Well, I was going to do the mystical characters from Wild Cards, but I had an epiphany last night, and decided to go w/ the horror aspect of the postfest. And these things scared me a lot as a kid. So without further ado, here are... The Martians (Note: There has been some speculation that the invaders were extra-solar, and merely using Mars as a staging ground. While the veracity of this is unproven, one way or the other, here they will be referred to as Martians for simplicity) Strength Agility Intellect Willpower 6D 4C 3C 3D Hand Size: 3 (x17) Edge: 1 (Note: This is for the invaders. "Civilian" Martians will probably have an edge of 0) Powers: Additional Limbs 6 Constriction Body Armor +1 Hindrances: Alien Origin: As beings from another world, the Martians have trouble dealing with Earth's gravity and bacteria (They are dissimilar enough to probably be immune to human viri). A Martian has 0 Strength for the purpose of resisting bacterial infection, and 0 Agility for the purpose of changing distance (pg. 35) Skills: Natural Weapons; Marksmanship, Piloting; Mechanics, Weapon Systems; Military Equipment: Martian Tripod 16 Body Armor, CommLink, EMP Protection, Sensor, Life Support Additional Limbs 16 Constriction Extension Seven League Strides Energy Blast (Martian Heat Ray) 16 Long Range (Works out to visual distance) Wide Angle Beam Poison (Martian Black Smoke) 16 Poison Gas (Works through skin contact or inhaled) Remove Gas (A cleansing "steam" which eliminates the smoke) Lightning Speed 6 Description: A huge, 30-story monstrosity, the tripod is a saucer-shaped body supported by three legs. Three huge tentacles are attached to the front and sides of the body, with the dispensing nozzles for the "Black Smoke" and "Cleansing Steam" underneath. The heat ray is mounted atop the body, a cone shaped projector that shoots a red beam. Anything it touches is incinerated instantly, leaving only a fine, powdery ash behind. Calling: Soldier/Demolisher: Although this seemed to be an organized conquest, the Martians seemed to go out of their way, at times, just to attack people, or cause random chaos. The leaders would probably be Soldier/World Domination Appearance: A Martian is the size of a bear, with a round, flat body. It's skin has a tough, leathery texture. It has two pupilless black eyes above a hard, beak-like mouth. It is equipped six tentacles, arranged around the circumference of the creature. The bottom three, farthest from the eyes, are used for propulsion in the place of legs. The other three are used as manipulators. The Martians have also been shown to move without using their limbs, in a slow, snail-like movement. Personality: None, apparently. The Martians were completely uncommunicative with human forces. Observation showed them interacting from time to time, but their psychology and their culture are still completely alien to man. As the only contact has been with the invaders, it is unknown whether this mindset is mirrored in the general Martian populace. Story: (If you don't know already, pick up your rule book and beat yourself repeatedly) Required Reading: War of the Worlds, by H. G. Wells. Even if you don't use these guys, go out and read this book! Notes: The Martians could be used in several ways. The easiest would be to stage an invasion, and have your heroes fight it off. In this case, the Tripods should probably add a Force Field 16, to allow them to take the military hardware that's going to be thrown at them. Another invasion scenario is to send the heroes back to the 30's, the time of the original invasion, or even back to turn of the century, setting the stage for some sort of other threat; Cthulu, Moriarty, something like that. Then have the Martians land. Developing weapons to stop the invaders could be a big boon to the GM who'd like a "steampunk" element to their campaign. The final suggested scenario is to turn the tables; have the heroes invade the Martian homeworld. Perhaps Earth has detected another invasion attempt, or maybe the heroes just got lost. The perfect thing for a GM who wants an Espionage or war adventure or two, but doesn't want to deal w/ the mess. ------------------------- From: Stormangel Ash v. 1.0 (as of end of Evil Dead III/Army of Darkness) (Done with assistance of the write-up by the DC Heroes List at http://perso.club-internet.fr/dc_hero/ ) Strength 6 Intellect 8 Agility 6 Willpower 10 Edge 2 Hand Size 4 Calling: Unwanted Power/ Outcast The reasoning to the stats: Strength and Agility represents an athletic individual, which Ash would have been after his time in the medieval days. Intellect is because he friggin' made a prosthetic hand from parts of a car and blacksmithing tools! Willpower is justified because no normal sane individual could cut off his own hand so callously, nor so easily accept (besides going a liittle nuts) the bizarre things he's encountered. Skills: Strength: Brawling, Chainsaws (new skill), Swords, Shields Agility: Driving, Gadgetry, Repair Intellect: Chemistry, Gunsmithing (new), Occult Willpower: Intimidation, Leadership, Survival, Taunting Equipment: Sawed-off Shotgun +4 Chainsaw +4 Prosthetic Metal Hand (Strength 10 in hand only) +2 History (courtesy of the DC Heroes write-up): Ash is the lead character in the three Evil Dead movies. He used to be a salesman at the local S-Mart shop until fate chose something else for him. While on vacation with his wife to see her father the forces of the Evil Dead struck them all. His wife's father, who was an archelogist, had stumbled upon an old tome containing black magic and accidentally released the forces contained therein. The forces of darkness were released in the form of demons (possessing both dead and alive), living forests and such. A slaughter followed in which finally only Ash survived. For sometime Ash was possessed himself but succeeded in freeing himself from this control through sheer force of will. When his hand was permanently possessed by a demon, he sawed it off with a chainsaw (Evil Dead 1 & 2). While actually managing to exorcise all evil with the help of his friends' last words, Ash was also swept away by the forces of magic and arrived in England in the 12th century at the time of the knights. At first the natives tried to kill him by throwing him into a pit, an experience the zombiemonster in the pit didn't survive. After this he gained the respect of the locals and began trying to find a way back to his own time. In the attempts he accidentally released the forces of Evil contained in the book of Necronomicon, a source of black magic. In the war that followed against the occult he lead the natives armed with some modern technology he had created together with the local wise men. The locals finally won the battle and the wise men tried to send him back again to his own time through suspension. From here two versions exist : Ash arrived at his own time and once more became a S-Mart salesman occasionally still fighting the Evil Dead or Ash slept too long and was hopelessly lost in the far future (Evil Dead 3). Using Ash in the Marvel Universe: Ash works best as an NPC, meeting up with characters in some crazy mystical scenario where they could use the assistance of an expert on demon hunting. Sure, Hellstrom or Doctor Strange would work better, but would they say "Groovy" after blowing away another demon? Ash could add some humor to a game, and could be a way for the Narrator to get the heroes on track, if anything to keep Ash out of trouble. Villains in Ash's Movies: The demons in the Evil Dead movies prefer methods of possession, being non-corporeal in nature. Strength: 0 Intellect: 3 Agility: 0 Willpower: 8 Edge 1 Hand Size: 3 Calling: Demolisher Limitation: Non-Corproeal Skills: Occult Powers: Mind Control (Possesion- stunt only) Special: Victims of possesion gain Strength of 8 and Agility of 5 unless they already have higher. They also gain Monstrous limitation and perhaps Claws +2. Normaly, possessed people cannot be knocked unconsious and must be blown to bits or cut to pieces. Exoricism MIGHT work, at Narrator's discretion. Skeletons Strength: 5 Intellect: 3 Agility: 5 Willpower: 2 Edge 0 Hand Size: 2 Calling: Demolisher Limitation: Monstrous Skills: None, as any true skill is probably lost. Powers: Resistance +2 to Thrusting Weapons (Goes between the bones usually) Evil Ash Same characteristics overall except the following: Reverse Strength and Intellect. Calling: Demolisher Replace Equipment with Sword +3 and Armor +3 ------------------------- A favorite villain of mine whose death ushered in Frank Miller's popular run on Daredevil. Enjoy! DEATH-STALKER (Phillip Wallace Sterling) 4(11*)X Strength Intellect 7C 2 Edge * Hand Size 4(25) 5D Agility Willpower 4X CALLING: Vengeance POWERS Phasing 18 Astral Detection, Partial Phasing, Phase Shift Invisibility 15 Inaromatic, Inaudibility, Intangibility, Invisible to Machines SKILLS Contingent Attack; Electronics, Espionage; Manipulation EQUIPMENT "Death Grip" (unique power) If Death-Stalker lands a blow on a victim, they die. limit:In order to use this power, Death-Stalker cannot be Phased or Invisible HISTORY Death-Stalker was a longtime enemy of Daredevil who often used the Ani-Men as henchmen and was sometimes partnered with the Gladiator. *In Doctor Strange #29 (vol.1, I think) he was shown impressing Nighthawk with his great strength. His 11 STR is included as an optional choice. -Later, R. ------------------------- From: Stephen Kunec Mister Fear (Alan Fagan) S 5X A 4X I 4X W 4D Finance Edge 1 Hand 3(17) Calling: Greed/World Domination Personality: Ambitious, his plans target money and power on a grand scale Powers: None. Equipment: Fear Compound 18 Those who fail an Average (8) Willpower action vs. the intensity of the Fear Compound, will be affected as if the hero has developed the Phobic Hinderance, fearing anything that is dangerous, scary, or will generally cause a person to become scared. This compound can only affect animals and humanoids from the planet Earth. The fear lasts depending on the hero's Strength: 22-18 1 aura duration 17-14 2 aura durations 13-8 3 aura durations 7-4 4 aura durations 3-0 5 aura durations The compound can be administered various ways. Mister Fear typically uses a Pellet Gun. He also has a ring that can inject a concentrated dose of the compound. If enhaled, the compound takes effect immediately. If the compound comes in contact with skin, it takes an aura duration for the compound to take effect. Pellet Gun This gun does not cause damage, but is used to fire pellets that contain gaseous Fear Compound. A successful attack means that Mister Fear has succeeded in firing the pellet into the area of his victim, causing the pellet to break open, and spreading the Fear Gas to everyone within Striking Range of the target. Since he does not need to actually hit his victims with the pellet (just get it in the area), the difficulty is one level easier. Trick Ring Mister Fear can directly inject the compound into a victim be pricking them with this ring. The effects are immediate. However, this ring cannot pierce Body Armor or +2 or better. Gas Mask and Sealed Suit Invulnerability to Gas Attacks (including his own Fear Compound) Steve-O sak0232@megahertz.njit.edu Martyrs and Madmen http://rivendell.fortunecity.com/battlespire/82 ------------------------- From: "R." Here's a guy they need to bring back "Marvel Knights" style! He's been a possible guilty pleasure of mine for many, many years. I may post an updated version (the way I'd like to see him) someday. BOO! DEVIL-SLAYER (Eric Simon Payne) 7 Strength Intellect 4 2 Edge * Hand Size 4(25) 7 Agility Willpower 7 CALLING: Guardian (Humanity from Demon Hordes) HINDRANCES: Guilt-Ridden POWERS Illusion (mental) 3 limit- "normal clothing"- self only Telepathy 4 limit- surface thoughts only Telekinesis 5 SKILLS Axes, Hammers, Knives, Swords; Marksmanship, Martial Arts; Occult; Meditation, Military, Survival, Tracking EQUIPMENT Cape 5 Dimensional Travel (pocket dimension only, passengers), Teleportation (Summoning- Weapons), ESP (other dimensions only) HISTORY Eric Simon Payne had a pretty f'd up life. He was a Marine in Nam committing atrocities while "under orders", then went on to become a hitman for the Mob, getting hooked on drugs and booze along the way. He eventually found salvation in a Demon-worshipping cult(!) where he learned his psychic abilities. To his surprise, Payne discovered the true purpose of the cult- to bring back the Demon race so they may wipe out mankind (Hey, Payne! WAKE UP, dumbass!!). On the run with some mental abilities and a really cool cape Devil-Slayer devoted his life to stopping the invasion of the Demon race (Xenogenesis). [Note: This character appeared a couple of years before Devil-Slayer's first appearance as Gideon Cross in the Atlas comic "DEMON HUNTER" which lasted one issue. The origin and costume were almost identical. It was the same creative team (Dave Kraft & Rich Buckler) who brought the character to Marvel. A few years ago he popped up again (as Gideon Cross again), this time calling himself "Bloodwing" in a B&W magazine called GALAXIA, this time with a more metaphysical bent. It also lasted only one issue. I'll post write-ups of them at some point.] ------------------------- From: GMHyper@aol.com Random Sorceror Cries! Is your sorceror relying too much on Hawkeye's "Wha?" when something unexpected rears its ugly head? This'll help him out! Finally, that clueless player can spout about 'Hoary Hosts of Hoggoth' or 'Crimson Fury of Cytorrak'! Be warned, however, that it is to be used only as a last resort! Use cards (and maybe a thesaurus) and consult the easy chart below. Feel free to reprint this as you see fit. Remember, when all else fails, alliterate. "By the ... ... of ...!" First Draw: Adjective 1-2. Choose a Word That Describes Color 3-4. Choose a Word That Describes Virtues/Evil 5-6. Choose a Word That Describes Weaponry 7-8. Choose a Word That Describes Shape 9-10. Choose a Word That Describes Repulsiveness Second Draw: Object 1-2. Choose a Clothing Item 3-4. Choose a Jewelry 5-6. Choose an Emotion 7-8. Choose a Weapon or Item 9-10. Choose a Military Unit Third Draw: Relation 1-2. Choose a God of Hippolytan Myth 3-4. Choose a God of Greek Myth 5-6. Choose a God of Norse Myth 7-8. Choose an Earth God (Gaia, C'Thon, Sett, Cytorrak, etc.) 9-10. Choose an entity (Death, Eternity, etc...) ------------------------- From: "R." I only have one comic with this guy, but I think he's super cool and made a perfect entry into this here postfest, so here he is. BOOGA BOOGA!! CARRION ("Prof. Miles Warren") 11 Strength Intellect 8 1 Edge * Hand Size 3(17) 5 Agility Willpower 6 CALLING: Vengeance POWERS Corrosion 10 Density Control 12 Flight 1 (float) Telekinesis 5 limited- can only repel objects Teleportation 8 Telepathy 13 SKILLS Biochemistry, Biology, Chemistry, Genetics EQUIPMENT Red Dust (knockout) Stun Blast 15 Red Dust (acidic) Disintegration 10 Red Dust (corrosive) Corrosion 8 HISTORY Carrion is a clone of Prof. Miles Warren (aka The Jackal) that "went sour in the container" and came out looking like an emaciated, yellowed corpse. Warren apparently arranged beforehand for the clone to have a variety of super powers. Which ones, if any, were added by Warren and which ones were the result of "leaving him in the oven to long" are unknown He had the same agenda as The Jackal (i.e. revenge on Spider-Man for the death of Gwen Stacy). ------------------------- From: "R." To know him is to love him. Without further ado, I give you... TERROR, INC. (SHRECK) 4(11) Strength Intellect 5 2 Edge * Hand Size 3(15) 5 Agility Willpower 6 CALLING: Mercenary POWERS Unique Power: Grotesque Acquisition Terror must replace a body part (his own) with one removed from his target (living or dead) to gain the powers, abilities, and memories of that target. The body part must be an eye to access the targets memory, an ear to hear those memories, a hand or arm to utilize manual skills, etc. He retains those properties as long as the body part is attached. Regeneration 18 stunt- part replacement (Terror may replace damaged body parts) limit- must use identical part from another body to regenerate limit- stunt only (I think) SKILLS Garrotes, Knives; Driving, Marksmanship, Martial Arts; Assessment, Criminology, Law; *Intimidation, Manipulation *Denotes world class skill EQUIPMENT Bionic Arm (hand?) Terror's left arm or hand has been replaced with a mechanical one. It's not known if this is in part a function of his power. The arm's strength is noted above. Body Armor +4 Hand Gun +4 Pocket Knife/Switchblade +2 HISTORY The character originally appeared in the Epic Comics 'Shadowline' titles as "Shreck" (german for "fear"). He was later revived for the Marvel Universe in the comic "Terror, Inc.". He is an intruiging and very disgusting character. I don't know jack squat about Terror's background, but Shreck was one of the Shadows- a cloistered subterrainian race of superhumans. I'm told nothing was added or changed for Terror's move to the MU. PS- This guy was a pain in the ass to write up. Feedback would be appreciated. -------------------------