Obscure Marvel Heroes

MAN-ELEPHANT

Manfred Ellsworth Haller

F- TY (6) / GD (10)
A- TY (6) / EX (20)
S- TY (6) / IN (40)
E- GD (10) / AM (50)
R- RM (30)
I- TY (6) / EX (20)
P- TY (6)
H- 28 / 120
K- 42
R- RM
P- 3

Equipment: Man-Elephant Battlesuit
Manfred Ellsworth Haller's greatest creation is a suit of shockingly powerful battle armor, designed to withstand hostile environments, it's a match for most super humans, and used to defeat the She-Hulk on one occasion. It was originally described for the Marvel Super Heroes RPG book "Weapons Locker" (MHAC-8), but after reading issue #17 of Savage She-Hulk, it seems to me that they underpowered the suits stats just a bit. Aside from raising his physical stats, the battlesuit also provides...

Body Armor: The reinforced, rubberized hide of the suit provides Incredible (40) protection from Physical attacks, and Excellent (20) protection from Energy, Radiation, Heat and Cold.

Hydraulic Lock: While engaging in Grappling combat, the suits hydraulic armatures raise the suits Strength from Incredible (40) to Amazing (50)

Tusks: The suits tusks are of Incredible (40) Material Strength, and may be used to inflict Amazing (50) Slugfest or Hack&Slash damage. They may also be removed from the suit (they are connected to a hydraulic winch in the suit with titanium chains), and thrown up to 2 areas away. In this manner, they can be used as grappling hooks. The winch has a Strength rating of Incredible (40).

Trunk: The trunk of the Man-Elephant is fully prehensile, has Remarkable (30) Strength, and contains a spray emitter with Amazing (50) intensity knock-out gas (against Grappled opponents only) as well as a Sound Projector with a 3 space range that does Excellent (20) Sonic damage and stuns an opponent that doesn't make a Yellow Endurance FEAT.

Sensor Devices: The suit incorporates many enhanced sensory devices, allowing the wearer to hear spoken conversations within a 5 space range and olfactory sensors powerful enough to track by scent with Remarkable (30) ability. In combat, his Intuition is considered to be Excellent (20)

Limitations: The only real limitation behind the Man-Elephant suit is it's bizarre appearance.

Talents: Invention, Repair/Tinkering, Hydrolics, Business/Finance.
Contacts: Manfred Ellsworth Haller is a talented business man and inventor, with contacts in the scientific community.

History: Manfred Ellsworth Haller was the founder, President and CEO of Haller Hydraulics, Inc, and the Man-Elephant Armor is the greatest product of his inventive genius. A brilliant innovator in the field of hydraulics, he decided to combine his best ideas into the suit and put it on the market. Though intended to protect a wearer in hazardous conditions, he decided that the perfect way to publicize his creation was to offer to handle Sheriff Morris Walters She-Hulk problem.

(This was long before the She-Hulk was a real hero. Back then she was just an angry, green woman who couldn't stay out of trouble ;>)

He drew the She-Hulk out into a public fight, but after realizing that she wasn't actually being charged with an legitimate crimes, he withdrew from the fight and later pulled the suit from the public market.

Description: Originally described in the Weapons Locker as a "blatantly silly set of armor", the Man-Elephant Armor makes the wearer look like a huge, bionic...well, Elephant Man! The suits reinforced, rubberized outer coating looks like elephant hide, and the red and gold trim is metallic.

Out of the suit, Manfred Ellsworth Haller is an odd, dumpy looking fellow with a large nose, equally large, hairy ears and small, squinty eyes. He is practically bald.

Personality: Though a bit of a publicity hog (he attacked the She-Hulk to publicize Haller Hydraulics, Inc. and his Man-Elephant Armor), Manfred Ellsworth Haller is also a good and honorable man. When he found that the She-Hulk had committed no actual crimes, he withdrew from the fight.

If used creatively, Man-Elephant would make an interesting addition to any team. I originally used him for the "Avengers Franchise" adventure, but he'd also make an interesting character for a Great Lakes Avengers style team. Also, as a wealthy business man, Manfred Ellsworth Haller could fund your team.


TURNIP-MAN

Arthur Winslow / Phelch / Fusion

F- GD (10) / ---------- / GD (10)
A- GD (10) / ---------- / GD (10)
S- GD (10) / ---------- / GD (10)
E- EX (20) / AM (50) / AM (50)
R- GD (10) / RM (30) / RM (30)
I- GD (10) / RM (30) / RM (30)
P- RM (30) / AM (50) / AM (50)
H- 50 / 50 / 80
K- 50 / 120 / 120
R- TY
P- 5 (in Cleveland, Ohio)

Powers: Turnip-Man is a fusion of security guard Arthur Winslow and Phelch, the last surviving Space Turnip. When joined into a single being (somewhat like how Eddie Brock and the Alien Symbiote become Venom...but not quite as cool), Arthur Winslow has access to the powers of the Space Turnip and Phelch get to enjoy the "pleasures of the flesh". If separated from Arthur, Phelch still has access to all the below powers, but only has the 50 Health points from it's Endurance. When fused, they have the above statistics.

Flight: Turnip-Man can fly at Remarkable (30) speed (15 spaces / 225 mph). When seperated from Arthur, Phelch can also fly at Class 1000 in outer space (interplanetary speeds).

Telekinesis: Turnip-Man has Monstrous (75) Telekinetic abilities.

Eye Blasts: Turnip-Man can fire beams of destructive Energy for Amazing (50) damage and 8-space range.

"Background music": To keep Arthur entertained (and distracted) Phelch usually keeps a continuous loop of "background music" going in the back of his head. This helps him get "into character"

Telepathy: Phelch (but NOT Arthur Winslow!) has Amazing (50) telepathic ability. While fused into Turnip-Man, Phelch can still read minds, but might choose not to pass on the information it aquires.

Limitations: Arthur Winslow wants to be a superhero, but sometimes his desires and Phelch's desires don't agree. Usually Phelch is willing to go along to get along, but if he's set on something Arthur must match his Remarkable (30) Psyche against Phelch's Amazing (50) Psyche or do what Phelch wants. What Phelch often wants is woman.

Talents: Guns, Trivia (Science Fiction), "Space Botany".
Contacts: Arthur has the sort of Contacts you would expect from a security guard who is also a failed science fiction writer.

History: Arthur Winslow was a security guard and failed science fiction writer when he stumbled across Phelch, the Space Turnip. Phelch was the last of his ancient breed.

Description: Arthur is a handsome, well built human with longish hair and a full beard. Phelch is a giant Turnip. As Turnip-Man, he wears a skintight purple costume, Green gloves, boots and collar, and a seeming helmet that resembles a turnip...but is actually Phelch half-fused into Arthur's head.

Personality: Arthur is a frustrated young man who always wanted to be a hero. Phelch is a bored space traveler who is also the last member of his race. When fused into "Turnip-Man" they tap into Arthur's knowledge of heroic dialog and posturing. Think of a slightly toned-down version of the Tick.


THE TUMBLER

1st : John Robert Keane
2nd : Michael Kenneth Keane

F- EX (20) / EX (20)
A- IN (40) / RM (30)
S- EX (20) / GD (10)
E- EX (20) / EX (20)
R- TY (6) / GD (10)
I- EX (20) / GD (10)
P- GD (10) / GD (10)
H- 100 / 80
K- 36 / 30
R- TY (6) / TY (6)
P- 0 / 0

Powers: Neither man who wore the costume of the Tumbler actualy had any super powers. They were both very talented gymnasts and competent fighters. Still, they both praticed a unique fighting style that involved an abundance of dodging, rolling and leaping. This gives them the following added abilities.

While Dodging, either of the Tumblers may still move at their normal rates and make Charging attacks - unlike other characters who must move at half speed while dodging and cannot make Charging attacks.

Both Tumblers are expert at making the sort of wild, rolling charges that "Puck" of Alpha Flight used to do all the time. When making this attack, the Tumbler makes a Charging attack using his Fighting +1 CS and inflects his Endurance rank as damage.

Equipment : Both Tumblers wore a helmet as part of their costume. It could provide them with Poor (4) Body Armor from direct headshots.

Talents: Both Tumblers were astonishingly good athletes. They both had Thrown Weapons, Blunt Weapons, Martial Arts B, C and E, Wrestling, Thrown Objects, Slight of Hand, Acrobatics and Tumbling. John Robert also had Crime and Guns, while Michael Kenneth had Detective/Espionage.

Contacts: The first Tumbler had contacts both in the New York Underworld and in at least one Circus. The new Tumbler can consider Captain America a Contact if he has to.

History: Over the years two men have worn the title and costume of the Tumbler. First there was John Robert Keane - a young thug who was so impressed with Captain America that he spent years training to be his equal. To prove his skills, he attacked Captain America at the Avengers mansion, without knowing that he was actually facing the Super Adaptoid! After beating the Super Adaptoid (YES! HE REALLY DID!) he faces the real Captain America, and (already tired from his fight with the false Cap) is badly beaten.

Years later, the Tumbler joined the "COMMITTEE TO REGAIN AMERICA'S PRINCIPLES" (which was a bit of an inside joke for the writers, as the name shortens down to C.R.A.P ;>) and was to battle Captain America in a charity boxing match. It turned out to be a set-up, with the Tumbler being killed by his employers so Cap could be framed for the crime.

Years later, his brother (also an excellent athlete - but not quite as talented at the original Tumbler) adopted the identity of the Tumbler as he tried to expose a case of fraud by the Guardian Life Insurance Company, who'd sold his brother a policy which proved to be worthless.

Michael Kenneth Keane was only the Tumbler for a short while, but he may decide to slip into his costume again if the need is great.

Description: Both men were in great physical shape (though John Robert seemed to be bigger and more agile) and wore skin tight costumes of magenta or purple and white, that showcased their athletic physiques.

Personality: John Robert was an ex-thug who joined a circus and trained with the tumblers, strongmen and jugglers to become a better athlete than Captain America's. To say he was a little obsessive would be an understatement. Michael Kenneth is an honest man who wanted to repent for his brother's crimes.


SQUIRREL GIRL

Doreen Green

F- TY (6)
A- RM (30)
S- GD (10)
E- RM (30)
R- TY (6)
I- RM (30)
P- GD (10)
H- 76
K- 46
R- PR
P- 0

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.

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 Remarkable (30), 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!

Lone Squirrels (like Monkey Joe)

F: FB (2); A: GD (10); S: FB (2); E: FB (2)

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

Health: 16; Karma: 14

Squirrel Horde (20 or more)   

F: GD (10); A: EX (20); S: FB (2); E: GD (10)

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

Health: 42; 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.

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 -2 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.")

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

Talents: Acrobatics, Tumbling, Student.
Contacts: "Monkey Joe" (her favorite squirrel), possibly also Iron Man and the Avengers (Iron promised to put in a good word for her with the Avengers)

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."

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.

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.


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