Saturday, December 16, 2006

Tower

Name: Eric B.
Codename: Tower
Classification: Hero
Location:
Boston, MA
Nationality: American
Group Affiliation / Status:
1) Boston Brawlers / Active
2) Mighty Markmen / Associate
Age: 25
Height: 6'1'' (normal), ~150' (maximum)
Weight: 200lbs (normal), ~4000lbs (maximum)
Archetype: Tanker
Origin: Science
Powers: Eric was hired as an accountant for the construction company renovating Dr. Henry Pym's Boston laboratories. While walking through the construction site one day he accidently stepped on a discarded vial inadvertantly innoculating himself with Dr. Pym's famous Pym Particles. The size-changing particles have given Eric the ability to greatly increase his height and size at will. The maximum height he has been able to achieve is that of a 15-story building, hence the codename Tower. Tower's weight, strength and durability all increase proportionally to his height making him extremely strong and somewhat resistant to damage at near-maximum height. Tower must increase his height cautiously because increasing his height too quickly or attempting to grow too tall makes him light-headed and puts him at risk of passing out. Tower must also be careful because his sense of balance becomes more disturbed as his height increases. Falling at maximum height can obviously cause considerable damage to himself and others. Tower is able to use the particles to return to his regular size but not to shrink in size below his regular height.

Sunday, November 26, 2006

Blackjack

Name: Lucas M.
Codename: Blackjack
Classification: Hero
Location: Vancouver, BC
Nationality: Canadian
Group Affiliation /Status:
1) Mighty Markmen / Active
Age: 31
Height: 5'9''
Weight: 165lbs
Archetype: Scrapper
Origin: Natural
Powers/Abilities: Blackjack appears to be able to alter probability fields in his favour giving himself incredibly good luck or his enemies incredibly bad luck as the case may be. His ability to tip probabilities in his favour grants him what appears to be superhuman agility. He is able to dodge most attacks and strike with incredible accuracy making him a formidable hand-to-hand combatant. He has near perfect aim when throwing projectiles or shooting weapons. He is also able to 'guess' security codes and passwords with relative ease. His ability to affect probabilities is usually limited to a tight radius around him but when he finds himself in more dire situations, his range can increase dramatically allowing him to escape almost any life-threatening situation. Blackjack has no control over specifically how probabilities will turn in his favour. As a result, his good fortune can sometimes mean bad luck for others around him, including his teamates. The origin of Blackjack's powers is not totally clear. His powers were originally presumed to arise from mutation but it has since been determined that he does not carry the X-gene. It would appear that he is just naturally incredibly lucky!

Wednesday, November 08, 2006

Dreamscape

Name: Morris C.
Codename: Dreamscape
Classification: Hero
Location:
Vancouver, BC
Nationality: Canadian
Group Affiliation /Status:
1) Mighty Markmen / Active
2) Eastsiders / Active, Co-Leader
Age: 36
Height: 5'10''
Weight: 165lbs
Archetype: Controller
Origin: Mutation
Powers: Dreamscape is a mutant with the ability to project vivid sensory illusions. The illusions are predominantly 3-dimensional visual phenonmena but can also have auditory, olfactory and tactile components. Dreamscape can use these illusions to disguise or conceal himself or his teamates. He can also use them to confuse or terrify his opponents. His illusions are particularly captivating because he is able to tap into people's psyches to create illusions ranging from their darkest fears to their heart's desires. Such illusions can be so intense that opponents become trapped in a dream-like state unaware of the world around them. Dreamscape can also tap into the collective consciouness of multiple people in order to confuse even large crowds. His illusions become less convincing as the number of people in the group increase. Maintaining complex intense illusions takes a great deal of concentration at times leaving Dreamscape vulnerable to attack

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Sunday, October 29, 2006

Stonewall

Name: Dave N.
Codename: Stonewall
Classification: Hero
Location:
Vancouver BC
Nationality: Canadian
Group Affiliation / Status: Mighty Markmen / Active
Age: 24
Height: 5'8''
Weight: 200lbs (unarmored), 1000lbs (fully armored), 4000lbs (stone-form)
Archetype: Tanker
Origin: Science
Powers: Dave was a graduate student working in the lab of a famous geo-physiologist when a freak accident changed the course of his life. As a result of the accident Dave aquired the ability to cover all or parts of his body in a nearly impenetrable stone armor or to transform himself completely into stone. His stone armor is resistant to heat, cold, energy and physical attacks making him nearly invulnerable to harm when fully armored or in stone-form. In stone-form he is even somewhat resistant to psychic attacks. In stone-form, his strength, weight and density are so greatly increased that he is nearly immovable when trying to hold his ground or unstoppable once he gets moving. As a result of his increased weight and density, his movements in stone-form are considerably slowed. He must also always be sure that battle surfaces can support his increased weight. By covering parts of his body in stone armor, such as his fists Stonewall can inflict considerable damage. In stone-form, Stonewall can subsist without food or water for prolonged periods of time

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Sunday, October 01, 2006

Nightclaw

Name: Christof T.
Codename: Nightclaw
Location: Vancouver BC
Classification:
Hero
Nationality: Canadian
Group Affiliation / Status: Mighty Markmen / Active
Age: 23
Height: 5'10''
Weight: 175lbs
Archetype: Scrapper
Origin: Magic
Powers: Christof hails from an ancient and mysterious family who have been known to possess superhuman abilities derived from dark magic. As a result, he has inherited the abilty to transform into a feline creature of the night he calls Nightclaw. As Nightclaw he possesses superhuman agility, enhanced senses and tracking ability and moderately increased strength. He has razor-sharp retractable claws that assist him in battle and allow him to climb most surfaces. He can surround himself in a dark aura that allows him to hide in the shadows and makes him nearly invisible at night. The aura also induces an overwhelming and almost incapacitating sense of fear in anyone who comes in contact with it.

Hotwire

Name: Andrew M.
Codename: Hotwire
Classification: Hero
Location:
Vancouver BC/Seattle WA
Nationality: American
Group Affiliation / Status:
1) Mighty Markmen / Active
Age: 25
Height: 5'11''
Weight: 210lbs (including cybernetic enhancements)
Archetype: Blaster
Origin: Technology/Mutation
Powers/Weapons: Hotwire is a cyborg created by a top-secret U.S. military program. He was originally designed to hunt mutants. When he discovered that it was actually a mutation that allowed his body to so easily accept his cybernetic enhancements he escaped from the military program. He now fights alongside mutants in the Mighty Markmen. His cybernetic enhancements allow him to siphon electricity from the environment in various ways and then project it via electro-cannon enhancements on his forearms. His cybernetic visor is equipped with optical sensors enabling him to scan across the entire EM spectrum, precisely measure distances, plan trajectories and analyse the composition of materials. Hotwire can interface with most computers and has an advanced wireless communication system that allows rapid data transfer between computer and telecommuication systems as well as GPS, weather and defense satellite systems. Hotwire's cybernetic jetpack enables flight over short distances with limited maneuverability and carrying capacity.

Saturday, September 30, 2006

Guardian

Name: Mark Lysyshyn
Codename: Guardian
Classification: Hero
Location:
Vancouver, BC
Nationality: Canadian
Group Affiliation / Status:
1) Mighty Markmen / Active, Team Leader
Age: 33
Height: 5'11''
Weight: 185lbs
Archetype: Defender
Origin: Mutation
Powers: Guardian is a mutant with the ability to project powerful force fields. He is able to generate nearly impenetrable spherical force fields. His maximum field radius is quite large and he is not limited to spherical field shapes but as the field radius increases, the field shape becomes more complicated or the field is projected around an object or person other than himself, the field becomes considerably weaker. Guardian is also capable of force projection. He can generate beams of concussive force or produce radial explosions of concussive force from his body. He can also use his force projection abilities to generate flight.

Introducing the Mighty Markmen...

Ok, so here is the deal. For most of my life I've been obsessed with superheroes. I'm not a kid but I still read comic books (X-men stuff mainly) and play City of Heroes. I also daydream about superheroes. Like, what if me and my friends were superheroes? I give us powers, codenames and costumes and think up cool missions that we'd all do together. Everybody does this kind of stuff right?

Occasionally I'll even tell my friends about the superhero I've designed for them. One of my friends suggested I collect them all by posting them on a blog. Seemed like a good idea.

Unfortunately, I'm not an artist so I'll mostly be using the City of Heroes character engine to create visual representations of my heroes.

Now that you know what's going on here let me introduce you to...the Mighty Markmen!