Great Lakes X-Men

BIG BERTHA

Ashley Crawford

F- TY (6) / GD (10)
A- TY (6) / TY (6)
S- PR (4) / AM (50)
E- EX (20) / AM (50)
R- TY (6)
I- GD (10)
P- GD (10)
H- 36/116
K- 26
R- EX (20)
P- 5 (10 in Wisconsin, 30 in Ashley Crawford form)

Powers: Body Transformation (self)
By using her VERY unglamorous power of "Soft Tissue Manipulation - Self", Ashley has the Amazing (50) ability to transform her body, causing herself to become immensely strong (by increasing the density of her muscle tissues) and massively obese. (She weighs in at over 1,100 pounds when at full expansion.) While in this transformed state, she has the following abilities:

Body Armor: Ashley’s billowy flesh is tough yet pliable, granting her the equivalent of Incredible (40) Body Armor and Amazing (50) Resistance to Cold. She has developed the Power Stunt of catching projectiles shot into her great mass (bullets and the like) and hurling them back at her attackers with Typical (6) accuracy for one rank less damage.

Leaping: By using her powers to increase the "spring" of her flesh, she can jump ("bounce" really) with Unearthly (100) ability, making leaps of up to 1 area (132 feet) up or across, and 1.5 areas (198 feet) down.

Overwhelm: A favorite attack of hers involves using her body mass to overwhelm an opponent, giving her a +2 CS shift when making Grappling attacks, even though she doesn't actually have the Wrestling talent.

Pseudo-Bulimia : It's not really a power - just an aspect of it. After bulking up, Ashley aquires about 1000+ pounds of excess body mass. To shed this, she needs to...well...vomit. It's not pleasant to see or do, so she hasn't let anyone know about it. She will usually try to quietly slip into a restroom to do this.

Limitations: Not what you'd think. She can still fit through doors and such, by subtle manipulations of her body fat. She can shrink just enough to step through, then expand to full size on the other side. Also, stealth isn't usually a problem, as (despite the fact that she weighs over 1000 lb. at full expansion) she's perfectly capable of tip-toeing quietly even at full size. No, her real problem is other people's reaction to her. A woman as fat as Big Bertha is often held in contempt even by those she helps.

For example, In issue #3 of the GLA, Bertha stops a semi-truck from plowing into a crossing guard and four kids. The children cheer her as she bounds off, but the crossing guard grumbles "Ick! Tons a' hot super-chicks in the world...and I gotta be saved by Big Bertha?!"

Talents: Modeling, Pilot.
Contacts: The "Great Lakes X-Men" and many contacts in the modeling and fashion industry, as well as some connection to the Avengers.

History: Most of Ashley Crawford's history has gone unknown, but it's safe to say that she was (and perhaps still is) a famous supermodel who realized she had some amazing, if unusual, powers. As opposed to just using her powers to keep herself slim and fit, she decided to become a super hero. After answering Mister Immortal's newspaper ad, she joined the Great Lakes Avengers - which eventually became the Lightning Rods - then the Great Lakes Avengers again - then finally (after the whole team realized they were all mutants) the Great Lakes X-Men!

Description: In her civilian identity, Ashley Crawford is a stunningly beautiful woman (in a conventional way) with the sort of body most of the worlds supermodels work all their lives to maintain.

As "Big Bertha", she is hugely, absurdly fat in the way Circus Fat Ladies were once depicted. In costume, she wears a one-piece yellow 'bathing suit' that sometimes includes a collar with a stylized "B".

Personality: Ashley Crawford is one of the more serious members of the team, but she still has a tendency to lose herself in combat. She enjoys her Big Bertha form, and takes great delight in physical roughhousing with other powerful opponents. She has a bit of a temper, and mocking her appearance is a BIG mistake, unless your trying to make her mad.

Her best friend on the team seems to be Dr. Val Ventura ("Flatman"), though she and her teammate Doreen Green ("Squirrel Girl") have a very sisterly dynamic about them.

Ashley Crawford has been offered top dollar to relocate to a more European local, but she'd rather continue on as an active member of the the team. As she's put it...

"I mean, really? What have I got to complain about? Whenever I want, I can be the hottest girl in the world! And the rest of the time? I get to hang out with people who can look past that. Friends who like me for who I am inside. So it's settled. I'm here to stay."


DOORMAN

Demarr Davis

F- GD (10)
A- GD (10)
S- TY (6)
E- MN (75)
R- GD (10)
I- IN (40)
P- EX (20)
H- 101
K- 70
R- TY
P- 5 (15 in the Great Lakes area)

Powers: Limited Teleportation (Gateway)
For most of his career, Doorman's signature power were a limited form of teleportation that allowed others (but usually not himself) to pass through barriers, walls and such with Incredible (40) ability. To do this he has to stand against the wall or barrier, thus becoming a living door for others to pass through. This sounds like Phasing, but is actually Teleportation, as his body becomes one end of a darkforce wormhole. He's learned how to use this rather creativly. For example...

He can negate the effectiveness of an opponents Body Armor by making a Grappling attack and using his body as a portal. Though he can't attack through it, others can. Thus, after Grappling Mach-1, Flatman was able to directly attack the man inside while ignoring Mach-1's protective armor. When someone is attacked this way, they only have their base Health points as opposed to their altered Heath.

He can allow attacks he's aware of to pass through him. He should have to make an Intuition FEAT to see if he noticed the attack coming.

While not able to pass through his own portals, Demarr can use his body as a portal for one of his limbs if necessary. This sounds useless, but it has allowed his to stick his arm through a car door to rescue a trapped dog. It would also allow him to reach just inside any barrier, such as through a locked safe or briefcase.

Levitation. Doorman could Levitate himself (and only himself) with Typical (6) airspeed (6 areas per round).

Though his powers were originally rather low key, his recent encounter with the entity called Oblivion has apparently given him the same basic abilities as the villain called "Deathurge". These powers are...

Invulnerabilities: Doorman is immune to heat, cold, electricity, toxins, and disease.

Phasing: Doorman now has Unearthly phasing abilities, and can apparently remain intangible for as long as he desires. It seems that his phasing doesn't disrupt electrical systems.

Flight: Doorman has up to Class 3000 Flight. A visible side effect of this power is the manifestation of his "Shadow Skis" when he flies.

Dimentional Travel: Doorman can (just like Deathurge could) bear the souls of the recently deceased from this world to the afterlife with Class 1000 ability.

Precognition, Death: Doorman has Monstrous precognition powers (his "Death Senses" as he jokingly calls them), but its visions are usually limited to the upcoming death or bodily destruction of a character.

Life Support: It seems that Demarr doesn't have to eat, breath or sleep anymore. He's been seen flying into outer space to collect the soul of the second Grasshopper.

Alter Ego: Demarr can shift back and forth between his "Doorman" costume and regular clothes.

Death Weapon: It's unknown if Doorman can do this, but as Deathurge could, I'd guess he can too. Deathurge was able to draw weapons from the substance of his own body, most often resembling a spear. It was intangible until it struck its intended target. The intended target must then make a successful FEAT roll against Shift-Y Intensity or begin losing Endurance ranks; as the target loses ranks, a blackness spreads from the bloodless wound and covers the whole body. If the weapon passes through the body of anyone other than its intended victim, it inflicts Amazing intensity (non-lethal) cold damage. This weapon is not affected by any form of physical body armor. Note that while Deathurge was perfectly happy to kill people, Demarr isn't that sort of fellow. It's highly unlikely that Demarr would ever make use of this power against a sentient being.

Limitations: Doorman is now extremely powerful, but (just like the former Deathurge) he is at the beck and call of his master Oblivion.

Talents: Wrestling, Martial Arts B, possibly Skiing, Weapon Specialist with "Death Weapons" (+2CS) and probably some other skills yet to be revealed. According to his father, Demarr has had "Four years of college." and "Three years of grad school". I'm guessing he was studying something during all that time!

Contacts: The Great Lakes X-Men, The Avengers, Oblivion, possibly Santa Claus (as they both now move in the same etereal planes.)

History: Demarr Davis was a relatively minor hero as heroes go. He decided to become a hero after finding out her was a "Class 10 Teleporter", and eventually answered Mr. Immortals newspaper ad, becoming a founding member of the newly formed Great Lakes Avengers. For years he worked to use his minor powers creativly, but never really got much respect outside the team.

But a few months ago Doorman died in combat with Maelstrom, and was chosen by the cosmic entity known as Oblivion to be his new herald (or "Angel of Death") to replace the failed Deathurge.

Things still aren't rosey for him (he's had to collect the soul of his father, who fell to his death while putting up Christmas lights), but with his enhanced powers he can now hold his own against more intimidating opponants.

Description: Though his original costume consisted of a simple black bodystocking with white, diamond-shaped eyes, he now incorporates Deathurge's white gloves, boots and cape. When using his new flying power, black skis manifest on his feet. As a effect of being an Angel of Death, Demarr's voice sounds very deep and spooky when he wants it to.

Personality: Demarr is a good, decent man, who genuinely wants to be a hero. He's aware that he's wasting his youth and education playing superhero with little or no recognition, but he's determined to use his powers to make a difference in the world. These days, he spends a lot of his free time collecting the souls of the dead to take into the after life. This is a little depressing, but it's better than being dead himself. He was perfectly willing to be a jerk to keep Squirrel Girl from joining the team, as he feared for her life. Now that she's joined and proved herself, he has an Older Brother sort of protectivness towards her.


FLATMAN

Doctor Val Ventura

F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- EX (20)
I- TY (6)
P- TY (6)
H- 60
K- 32
R- TY
P- 5 (15 in Wisconsin)

Powers: Flatness
Ventura's very unusual mutant power is...flatness. His entire body seems to be less than a 1/2 inch thick. He has never been depicted as being able to turn back to a normal human, so it's safe to assume that he's like this all the time. He is capable of flattening himself enough that he can slip into small cracks and under doors with ease. If he stands very still, he can seem to fade from view by turning his body so he stands sideways to a viewer. This is of limited use (and only effective against viewers on his right and left), but it allows him Good (10) Invisibility against viewers who are actively looking for him, Excellent (20) Invisibility to opponents who are unaware of his presence, and Remarkable (30) Invisibility when sneaking past an other wise distracted viewer.

Elongation: Flatman can stretch any part of his form with Remarkable (30) ability, up to three areas away. He has developed an odd "Crack-the-Whip" attack against flying opponents. If he makes a successful attack against a flying opponent (up to 3 areas away), he can use their own speed to turn them towards the ground, inflecting damage equal to the speed they were traveling.

Plasticity: Flatman's pliable body grants him Incredible (40) resistance to Force or Slugfest attacks, Remarkable (30) resistance to Edged or "Hack and Slash" attacks, and Excellent (20) resistance to most energy attacks. When engaging in Wrestling or Grappling combat, his Strength is considered to be Remarkable (30).

Limitations: Flatman doesn't seem to be able to return to a normal, "3-D" state.

Talents: Wrestling, Knitting and largely unrevealed scientific skills, though he seems to be a Doctor of...something. He's proven to have a lot of book smarts on a variety of subjects, but it seems to be a dilettantes knowledge. Assume that he has an Excellent (20) grasp of most scientific principles (Radioactivity, Electricity, Time Travel, etc...) but no higher. He also has Trivia (Shoe Design and History).

Contacts: Minor contacts scattered through the scientific community, as well as his teammates in the GLX. He may also have some influence with the actual Avengers.

History: Most of "Doctor" Ventura's history is unrevealed, but as he seems to be best friends with Ashley Crawford (the only member of the GLX who calls him Val as opposed to "Flatman", "Flatso" or "Dr. Ventura") and may have once been connected to the fashion or clothing industry.

It's just a theory of mine, but it should be pointed out that he may be a direct relation of the obscure Golden Age hero called "The Thin Man", who had similar powers and abilities. It's known that the Thin Man had a wife or lover (Olalla, the daughter of the Elder Chief of the Kalahians), so why not a son? As he says he's a mutant, it's unlikely that he simply learned to use the same Kalahian technique of entering "...the 7th Dimension." But...that's just a theory of mine.

Description: 1950's Handsome (in a 2-dimentional way), Flatman is often mistaken for Reed Richards of the Fantastic Four. His costume is blue and black, with a large white "F" on his chest.

Personality: If Ward Cleaver or the Professor from Gilligan's Island were smashed flat and dropped in Wisconsin, you'd mistake them for Val Ventura. The mild mannered Deputy Leader of the Great Lakes X-Men is the most honest man you'll ever see, and he acts it. He's so honest and open when dealing with others that he sometimes seems to be faking his niceness. He isn't. Flatman is just about the most straight-shooting hero in the business.

He also happens to be gay. Gay, and proud of it. He's bothered by the stereotypes most people have about gays, even to the point of lecturing "Hetros" about it. As he says to Doorman about the villain Leather Boy "Look, just because he's into leather, bondage, and...other things...does NOT mean he's gay, or that you can lump him in with the gay community. There are lots of Hetros into S&M and lots of consenting gay adults who AREN'T!" Flatman doesn't lisp, swish, or wear leather pants, and he's quick to point out that most gays don't.

As a "Gay-Mutant-from-Wisconsin", Flatman understands what oppression really is, and always has sympathy for the underdog in any situation. His best friends are Ashley Crawford (Big Bertha) and Demarr Davis (Doorman), and he is very supportive and protective of Squirrel Girl. He and Mister Immortal get along fine, but there IS some tension there. When Flatman confessed to Doorman that he was homosexual, Mister Immortal suddenly revealed that he was a super-mutant ("I'm Homo Superior"), prompting Ventura to mutter "Always have to one-up me, don't you?"


MR. IMMORTAL

Craig Hollis

F- EX (20)
A- IN (40)
S- GD (10)
E- RM (30)
R- TY (6)
I- TY (6)
P- PR (4)
H- 100
K- 16
R- TY
P- 5 (10 in Great Lakes area)

Powers: Immortality
Although Mr. Immortal can be killed through normal means, he always returns to life within 1-10 rounds at full Health. Because he is condemed to be the last living being in the current universe, not even disintegrating him and scattering his atoms across space would permantly slay him. He is...and always will be...Immortal. During the time of his 'death,' Mr. Immortal has no bodily life signs and truly is dead for all practical purposes.

At first, Mister Immortal's deaths would drive him temporarily insane. At these times, only Dinah Soar could calm him down. Now that Dinah is dead, Mister Immortal has had to get along without her help. He has somewhat stablized, and doesn't seem to go berzerk quite so often. Still, for the first 1-10 rounds after one of his "resurrections" he usually hurls himself back into combat with no thought of his own safety. He must make a Psyche FEAT roll to resist the urge to do this.

Spirit Sight: It seems as if Craig can see the spirits of the dead, as well as spiritual beings like Deathurge. I'd give this a Remarkable (30) rank.

Limitations: Though better adjusted than he's been in years, Craig Hollis is still vulnerable to mental attacks that cause fear or madness. This is shown in his terrible Psyche score. Craig also has a drinking problem, and (quite understandably) suffers from bouts of depression.

Talents: Martial Arts A, B and E, Acrobatics and Tumbling.
Contacts: The rest of the team...period. As he is doomed to be the "Last Man Alive", it is doubtless that some Cosmic Entities are going to start pestering him.

History: When she died, Audrey Hollis asked the Angel of Death (the Deathurge) to "...look after her my boy." Deathurge (or D'urge, as Craig would call him) promised he would, becoming his "Imaginary Friend" during his youth, and leading him from one dangerous situation to another. Eventually, while playing with matches (at D'urge's suggestion) little 8 year-old Craig burned down his house...and caused the death of his father, Edward.

The next few years were tough for Craig. He wound up in an abusive foster home, where he fell in love with his foster sister, Terri O'doughan. Eventually, they left home and went to the big city to make a fresh start. Unfortunately for Craig, Terri (possibly with the aid of D'urge) committed suicide before they could be married.

Alone and miserable, Craig decided to take his own life. Climbing out on his window ledge, he threw himself to the pavement below, breaking his neck, back, legs...heck, everything. After a few minutes...he got up and dusted himself off. Finding he'd failed in his suicide attempt, Craig assumed he was alive due to some bizarre fluke, and set off to kill himself more effectivly. After blowing himself up, drowning himself, drinking every caustic chemical he could get his hands on (always dying...but always getting up again after a few minutes), he realized that - for better or for worse - he was immortal.

Being a better man than most, he made himself a costume and began a set out to become a superhero. After being gunned down once too often by back robbers, he realized that he may need some help with this. Putting an ad in the paper, he gathered Doorman, Flatman, Big Bertha, Dinah Soar and Leather Boy (who was soon dismissed as a member as he had no powers and had seriously misread the ad) into the core of his Great Lakes Avengers!

As you'd expect, the next few years were bumpy ones. Hawkeye joined the team, displaced him as leader, then quit in disgust. They helped the rest of the Avengers defeat a couple of menaces (only rarely in a pivotal roll), changed their name to the "Lightning Rods" when the Thunderbolts replaced the Avengers, and then went back to the Great Lakes Avengers after the return of the original team. Despite all this, they never got the respect or publicity they deserved. Finally deciding that the team was going nowhere, Mister Immortal decided to call it quits. Just then, a major villain named Maelstrom attacked the University of Wisconsin to steal an experimental device called a "Chronal Accelerator". Realizing that they were the only team close enough to handle this (and hearing that the original Avengers had disbanded), they rushed to the scene, intending on finally proving themselves.

Unfortunately, Maelstrom was much, MUCH to powerful for them to handle. With relative ease he slew Mister Immortal (not much worry there, as he was up and around again in no time) and, when she went to his aid, Dinah Soar. Shocked by the loss of the woman he loved, Mister Immortal could only watch as Maelstrom left with his stolen technology, warning them that they all faced similar fates if they crossed his path again.

Not that Craig could care, because Deathurge arrived just then to carry Dinah's soul into the afterlife. Craig begged him to take him too, but as always...D'urge took who he loved, but left him.

Eventually, Craig got many of the answers he sought...though not the ones he'd have liked. Weither Deathurge caused it or not, Mister Immortal is truly...immortal. Craig will outlast everyone and everything in the universe. All his friends and loved ones will die, and he will never be able to join them. When the last star winks out of existence, he will still be here...still waiting for the end to come. Only when he was the last living thing in existence would he learn the Great Secret he'd been chosen for.. Deathurge told him that he was the final step in all evolution. That he was "Homo Supreme" -- life evolved beyond death.

Since then, he's actually somewhat more balanced. His team was sued by the Maria Stark Foundation, and they legally cannot refer to themselves as the Avengers anymore. Realizing that the team was mostly composed of mutants anyway, they decided to continue on as the Great Lakes X-Men. They've added Squirrel Girl to the roster, battled the diabolical Dr. Tannenbaum again (he's a Christmas inspired villain who they've faced twice) and now that Doorman has become the new Deathurge, maybe Craig will have a little company in his long, long wait for the end.

Description: An average looking, 26 year old man with slightly overlarge ears and tousled blond hair, Craig Hollis is in VERY good shape for a normal human, due to his constant working out. Understanding that being immortal isn't much help in a real fight, he's spent years trying to build himself into a serious physical opponent. Craig has a bit of a hick accent, but he can cut quite a heroic figure when he's trying. His costume is a somewhat gaudy looking red and blue with large white "I" symbols on his upper thighs, chest and forearms. The one on his chest incorporates a tiny "Mr." in the upper left corner.

Personality: Manic-Depressive, Hyper-Active and Super-Heroic. Those three words describe Craig Hollis in a nutshell. Craig has so totally surrendered his life to his career as a superhero, that his closet is filled with row after row of costumes...and nothing else. Craig has no friends other than the other members of his team, and he likes it that way. He was devastated by Dinah's death, and he'd rather keep his personal attachments to a minimum.

He also drinks. He drinks WAY too much. Only in private, and never while "On patrol", but still WAY too much. Craig's depression over his seeming eternal life is the reason. Everyone Craig Hollis has ever really loved (Mother, Father, Girlfriends, etc...) has died on him. He knows that as he is truly Immortal, he will never see them again in any sort of 'heavenly afterlife'. This truth gnaws at him in the dark of the night, and he turns to alcohol to drown the grief. He also commits suicide...often.


DINAH SOAR

Dinah Soar (Deceased)

F- GD (10)
A- RM (30)
S- GD (10)
E- EX (20)
R- TY (6)
I- TY (6)
P- GD (10)
H- 70
K- 22
R- PR
P- 2 (5 in Wisconsin)

Powers: Wings
Dinah's wings and smoothly aerodynamic frame allow her to fly at Incredible (40) speeds (20 areas / 300 mph), and Dodge while in flight as if her Agility was Amazing (50) instead of Remarkable (30). While in flight, she may strike opponants as she passes, for Excellent (20) damage, or make Charging attacks by flying over an opponant and buffeting them to the ground for Remarkable (30) damage through the force of her wings.

Hyper-Sonic Voice: Dinah's vocal chords only allow her to speak in Remarkable (30) hyper-sonic tones, inaudible to most human beings. She can calm angry or enraged people with a Green or better Psyche FEAT roll (-2CS to resist), or negate others Sonic and Sound-based powers with Amazing (50) ability and Remarkable (30) range (8 areas).

Equipment: Whistle
With her voice too high-pitched to be heard by most of her teammates, Dinah often used a whistle to communicate. As time passed, she became talented with making little whistles and bird-like chirps, eventually only using the whistle to signal her friends from a distance. The whistle was a Christmas present from Craig Hollis.

Limitations: Unfortunately for her, Dinah's species can only bond with a mortal once in their lives. Whoever they bond with becomes the only being capable of understanding the special language they speak. Dinah's union with Craig Hollis means that he is the only person she can speak with. Thus, she is effectively mute in most situations. She can make little, bird-like whistles when she chooses to. Also, with her overlarge eyes, elongated head, bat-like wings and pink skin, she isn't likely to blend in with a crowd. In fact, her unusual appearance has been known to frighten some people.

Talents: Flying Combat (+2CS).
Contacts: The Great Lakes Avengers, Mister Immortal (her lover) and Perhaps her race.

History: Nothing much is known about her history, except that she was first seen in Wisconsin, answered the ad Mister Immortal had put in the newspaper, and eventually fell in love with Craig Hollis. Aside from that...we have a lot of room for guessing.

She seems not to be another mutant, but rather a member of a different race. It's possible that her race is related to the High Evolutionary's "New Men", an offshoot of the Inhumans who stayed on Earth or perhaps yet another previously unknown humanoid species from the Antarctic "Savage Land".

Just before she died, we were alowed to listen in and hear what she said to the wounded Mister Immortal.

Dinah : "Craig Hollis, my lifemate, listen to my voice. It will sooth the pain, as always."

Mr. Immortal: "N-never hurt this bad..."

Dinah: "Shh. I am here. All is well."

Mr. Immortal: "Y'know w-what I need to hear, darlin'. T-tell me again, about your kind."

Dinah: "Of course. Like you, Craig Hollis, my people are old souls...you are my ageless-love. And as long as I am here...for us, the centuries slip by like forgotten moments in time. Do not fear my life-mate."

Despite the fact that she was seemingly slain by Maelstrom, it's possible that she will return at some unknown time in the future. She certainly wouldn't be the first dead hero to return from the grave.

Description: A not unattractive woman with bat-like wings, an elongated head, huge eyes and pink skin, dressed in a white, single piece costume.

Personality: Though a somewhat unusual looking woman, Dinah is both affectionate and understanding. She is very heroic, and always tried her best to help the humans of Wisconsin and the surrounding area.


SQUIRREL GIRL

Doreen Green

F- GD (10)
A- IN (40)
S- GD (10)
E- RM (30)
R- TY (6)
I- RM (30)
P- GD (10)
H- 90
K- 46
R- PR
P- 3 (perhaps 10 in the Great Lakes region. They clearly know of her in Milwaukee)

Powers: Prehensile Tail

Squirrel Girl has a three-foot long, very bushy tail that she has an astonishing level of control over. She has used it to blind an opponent by wrapping it around his head after she'd leapt onto his back - but other uses could be invented by a creative player. Assume that her tail has Typical (6) Strength but is unable to perform any action involving fine manipulation. Her mother think's her tail is cute ;>)

Climbing : Using the small claws on her fingers she can climb up trees and possibly also buildings with Remarkable (30) ability.

"Knuckle Spikes" : a retractable claw that emerges just behind the middle knuckle of each hand, it is of Remarkable (30) Material Strength and about three inches long. She usually uses them to strip bark from trees and such, but if she wanted to she could inflect Good (10) Hack and Slash damage.

She seems to be perfectly willing to use these on anyone who gets rough with her squirrels. With her squirrel hordes running wild on Zaran and Machette, she lept upon Batroc and sort of went a little nuts. The panel at the top of page 2 in GLA #3 certainly seem to suggest that she can cut loose with the best of them. Batroc is COVERED with slashmarks!

Teeth : Remarkable (30) strength teeth and jaw muscles allow her to "chew through solid wood", but may also inflect an Excellent (20) damage bite upon an opponent. It's not likely that she would ever do this unless her life or the life of a friend was in dire jeopardy. She hates her overbite.

Leaping : Squirrel Girl an "Extra, Extra Nimble" young lady. She can leap 50' feet Up/Across and 75' Down with Incredible (40) ability. Her lower-body strength is great enough that she should be able to inflect Excellent (20) damage with a kick.

Speak with Squirrels : Though people refuse to take her seriously, Squirrel Girl relates very well with squirrels of all sorts. She communicates with them verbally instead of mentally, using an adorable squirrel language that sounds like "Chitty-Chik-Chlik!". She cannot actually command squirrels, but she can be very persuasive. An individual squirrel isn't much of a threat (though it makes a good spy) but in large groups they can be highly destructive. She would NEVER simply use her squirrel friends as "Suicide Troops" against an opponent, as they are just as important to her as her human friends. Her persuasive powers are Amazing (50), but she must make a Yellow FEAT to convince them to do something really dangerous. They would gnaw through the breaklines of a car or swarm from tree to tree in an effort to distract an opponent, but unless she's in deadly peril they may balk at a command to attack. It seem's possible that (with a Red FEAT roll) she could speak with other rodents as well. Though they might need to be bribed with some nuts ;>)

NOTE : It will take 1-10 rounds to gather a horde. Due to the wide ranging populations of squirrels in planet Earth, she can summon a full Horde of them in any forest or urban park. Also, it would be well within a GM's prerogatives to have some of the squirrels do something unexpected or unasked for. Remember, they actually LIKE Squirrel Girl!

Her favorite squirrel (Monkey Joe) was killed by an ex-member of the Great Lakes Avengers called Leather Boy. In the issue that followed, we saw proof that Squirrel Girl cares a great deal about her little friends, and that they would be willing to die for her if it was necessary.

After Maelstrom opened the temporal portal in an effort to erase existance, most of the squirrels that came to her aid were sucked into the portal. In her panic, Squirrel Girls was able to rescue one, and that squirrel (a female Grey Squirrel named Tippy-Toe, who is just as shockingly intelligent as Monkey Joe was) is now an official member of the Great Lakes X-Men.

This is just guess work on my part, but I suspect that an undiscovered power of hers is the ability to raise the intelligence of individual squirrels in much the same way that Lionfang used to do with his cats. It's either that, or she's been very lucky at finding supernaturally intelligent squirrels.

Lone Squirrels (like Monkey Joe)

F: PR (4); A: EX (20); S: FB (2); E: PR (4)

R: FB (2); I: GD (10); P: GD (10)

Health: 30; Karma: 22

Squirrel Horde (20 or more)   

F: GD (10); A: EX (20); S: PR (4); E: GD (10)

R: FB (2); I: GD (10); P: FB (2)

Health: 44; Karma: 14

Squirrel's are clever and inventive rodents found in every forest and urban park setting. An individual squirrel attacks on the Edged column, but cannot score Stun or Kill results. A horde of squirrels also make edged attacks, but they may score Stun and Kill results due to multiple attacks. As individuals or a horde, squirrels can swim at Feeble (2) speed, run at Poor (4) speed, and climb with Remarkable (30) ability and Feeble (2) speed. Squirrels also have very sensitive ears (-2 CS to suprise a squirrel) and the ability to Track by Scent with Good (10) ability.

Squirrel Girl has developed a power stunt where she tells her squirrels to disable a target, and they specificly attack any small, unprotected areas of a device or person. If the squirrels can make a Red Fighting FEAT roll (she may spend Karma for this) then they've either disable a random ability/power, or inflicted such damage that all the abilities and powers have dropped one rank. Body Armor of Remarkable (30) or greater strength is proof against this attack.

If the squirrels attack as a horde, an opponant must make a Psyche FEAT roll or lose -4 CS from their Fighting, Agility, Reason, Intuition and Psyche. Having hordes of scratching, biting rodents scrambling over you will inspire a panic attack.

Equipment: Pouch-belt

many small pouches are sewn into her belt, each holding a variety of nuts for herself and her friends. She mentions Macadamias ("They're great for extra pep."), Peanuts, Cashews, Almonds and Acorns ("Those I feed to my critters.")

"Squirrel-a-Gig" : Recently, Squirrel Girl was given a small, personal autogyro for Christmas from Big Bertha (who was her Secret Santa in the GLX team gift exchange). It's a sharp piece of equipment, which she calls her "Squirrel-a-Gig". For those who don't know what an autogyro is, just imagine a small, personal helocoptor with two propellers (one on top and one in back)

TYPE     Cost     Control     Speed     Body     Protection
Air      RM          EX         EX       PR         PR

Limitations: Her powers and appearance often strike people as silly. Also, she can't swim.

Talents: Acrobatics, Tumbling, Student.
Contacts: Formerly "Monkey Joe" (her favorite squirrel), now "Tippy Toe," possibly also Iron Man and the Avengers (Iron promised to put in a good word for her with the Avengers), Uatu the Watcher and "Dum-Dum" Dugan of S.H.I.E.L.D.

History: From what little she told Iron Man, we can assume that Squirrel Girl is mutant, still in school (she's 14...15 next July) and living in California. She hates school (she has to keep her tail tucked into her pants and everyone calls her "Rodent") and wants to be a super hero more than anything else.

She began her carrier in the classic Marvel tradition. She jumped Iron Man while he was on his own to show how "Rough and Tough!" she could be. After demonstrating her powers to the amused but unimpressed Avenger, he suggested that she try Captain America or the X-Men instead...

"No way! I don't want anybody to know I'm a mutant. Besides, they're all so stuck up -- especially that obnoxious Kitty Pride."

Realizing that she's being rejected, she turns away, then casually tells him that while she was on her way to Stark Enterprises she encountered her first super villain. He had an armored suit...and wore a green cape...

Just then Doctor Doom (the man she'd encountered earlier) steps out of the shadows and blasts Iron Man into unconsciousness, before capturing them both and taking them on board his infiltration craft. Exactly why he was in the area he never explains, but he's not about to waste the chance to kill Iron Man. Squirrel Girl is captured as well, and Doom decides to kill them both at the same time.

(Note: My guess is that Doctor Doom wasn't just hanging around California. I'd guess that this was actually just another Doombot on a mission for the real Doctor Doom.)

Squirrel Girl (not considered a danger now that Iron Man is down) finds an air vent leading outside the ship, and she calls down to the squirrels below, asking for help and saying good-bye to Monkey Joe (just in case she's really going to die soon.), Soon, swarms of squirrels are leaping on the low flying ship from the near by trees, fouling the hyper-sensitive Gravity Repellers and gnawing through the power couplings that keep Iron Man a prisoner. By the time Iron Man's broken free and torn his way into the controll room, the squirrels have damaged Doom's Armor (or should I say, the Doombot) to such a degree that he's had to abandon the ship and run for it. After Iron Man's tried (and failed) to capture Doom, he returns and tells Squirrel Girl...

"Take my advice. You've seen how dangerous this business is. Take a few years off. Finish school. Go to college. If you still want to do this after you graduate, look me up."

"You mean it? You'll give me a chance then?"

"What I mean't was that I'd put a good word in for you with the Avengers."

"I'm not big on crowd scenes. If you don't mind, I'll keep looking until I find someone who likes me."

Eventually, Squirrel Girl found a home in the Great Lakes X-Men (formerly the Great Lakes Avengers) when she moved from Southern California to Manhattans Central Park, and finally to the great state of Wisconsin. Also, she's probably about 16 or so now.

Chosen as a new member to replace the fallen Dinah Soar, Squirrel Girl (who's real name turns out to be Doreen Green) joined the GLA just in time to face the teams first REAL foe (the villain Maelstrom) and replace another fallen member, Grasshopper. She likes her teammates very much, and has stayed with the team now that they've become the Great Lakes X-Men.

Also, it seems that she and Tippy-Toe have their own adventures apart from the team, and quite unknown to them. She and Tippy-Toe have managed to defeated the Mandarin, Giganto, MODOK, Thanos and Terrax without the rest of the Great Lakes X-Men finding out. She has also operated as an unofficial agent of both S.H.I.E.L.D and Uatu the Watcher.

Description: Squirrel girl is a cute teenage-girl with a bushy tail, small, strong claws, a retractable "knuckle spike" on each hand, an adorable overbite, tousled hair and a trimly athletic physique. Her costume consists of gray tights, gloves and boots, brown "fake fur" leggings, forearm covers and vest, and a reddish-brown pouch-belt. In an unusual effort to disguise her identity, she seems to wear an abundance of eye make up.

Her eyes seem to glow red in reflected light. Also, in cold weather she bundles up with a scarf designed like "Flatman" (knitted as a Christmas present for her by the real Flatman) and a stocking cap with a "Doorman" motif (a gift from Doorman).

Personality: As spunky, fun and upbeat as a Disney cartoon, Squirrel Girl is a cheerfully "gung-ho" heroine who's winning smile and pleasant personality would make her the perfect sidekick for any hero. Her tail is very expressive, twisting close against her when she feels sad, embarassed or nervous and swishing wildly about when excited or angry.

Read More about Squirrel Girl at...
Squirrel Girl Lives!

The cool "Bruce Timm" inspired picture of Squirrel Girl on this page was done by Christopher Haynes for this Big Eyes Small Mouth site. Stop by and say hello to Steve Miller.


TIPPY-TOE

F- TY (6)
A- RM (30)
S- FB (2)
E- TY (6)
R- TY (6)
I- RM (30)
P- GD (10)
H- 44
K- 46
R- FB
P- 0

Powers: Bite
It's not much, but Tippy-Toe's bite can inflect Feeble (2) damage, and bite through Poor (4) material strength materials. If given a couple of rounds, she could gnaw a squirrel-sized hole in Typical (6) barriers. If she has an hour to spend, she can graw a squirrel-sized hole in Good (10) strangth material.

Climbing: Like all squirrels, Tippy-Toe can climb surfaces with Remarkable (30) ability and Feeble (2) speed.

Leaping: As an agile, tree-dwelling rodent, Tippy-Toe can make startling leaps of a dozen feet or so. When fighting along side Squirrel Girl, they have developed a tactic called the "Fuzzball Special", where Squirrel Girl tosses Tippy-Toe just as she leaps, allowing the squirrel to to leap a full space in combat.

Scampering: Tippy-Toe can run at Poor (4) speeds (2 areas / round). While moving in any manner, an opponent has -4CS to hit her, due to her agile scampering.

Swimming Like all Northern Gray Squirrels, Tippy-Toe can swim with Feeble (2) speed (1 area / round)

Senses: Tippy-Toe has very sensitive ears and keen eyes, giving opponents a -4 CS on attempts to surprise, and a very keen nose, giving her the ability to Track by Scent with Excellent (20) ability.

Karma Pool Access: as a full member of the GLX, Tippy-Toe can draw on the team Karma Pool just like any other member of the team.

Tail: Though not much use in a fight, the remarkable tail of the Eastern Gray Squirrel provides balance when clinbing and leaping, acts as an umbrella in wet or hot weather, a blanket when cold, a parachute when falling and a rudder when swimming. On top of all that, squirrels often use their tails to communicate her moods to others squirrels. It's a sure bet that Tippy-Toe could silently communicate simple messages to Squirrel Girl by using her tail.

Limitations: As a squirrel, she must be ever alert for owls, hawks, and mean-spirited kids with BB guns. Though she can speak freely with Squirrel Girl, her chittering language isn't understood by the rest of the Great Lakes X-Men...or most anyone else, for that matter.

Talents: Necklace making, Dancing.
Contacts: Squirrel Girl, the GLX, other squirrels in the vicinity.

History: At first just one of the many squirrels that regularly come to Squirrel Girl's aid, Tippy-Toe was the only one she was able to rescue from Malestrom's doomsday device. Calling her Tippy Toe, she became Squirrel Girls new partner and has officially joined the GLX as a full member. In this capasity, she has aided Squirrel Girl in combat with such opponants as MODOK, Thanos, the Mandarin and others. She has also handled Deathurge (now trapped on Earth in the form of a Black Squirrel) on her own.

It would be foolish to dismiss her as just another squirrel. Tippy-Toe is shockingly intelligent, to the point that she could be considered to have human-level intelligence. She is smart enough, for example, not to bite into a live powerline, or eat obviously poisoned food. And she can read English, so she knows to stay clear of backyards marked "Beware of Dog". It's probable that she (like Monkey Joe, Squirrel Girls first sidekick) is smart enough to use the Internet.

Description: A female, Eastern Gray Squirrel (Sciurus carolinensis), Tippy-Toe is adorable as heck. Squirrel Girl has tied a pink ribbon around her neck (usually into a rakish bow ;>) and scrounged a tiny pilots cap and goggles for her, so she'd look more like "Rocky the Flying Squirrel". She is perhaps 2 years old, about 18 inches long, weighs about 1 pound, and is very fond of acorns.

Personality: Tippy-Toe is a spunky, cheerful little lady with the courage of a lion. Though very much a squirrel in thought and action, she's intelligent enough to know how to disable an electrical device or make a necklace from painted acorns, like she did when she was Big Bertha's Secret Santa at the GLX Christmas party.


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