Wednesday, August 22, 2007

Gremlin

Name: Caspar M.
Codename: Gremlin
Classification: Villain
Location: Vancouver, BC
Nationality: Canadian
Group Affiliation:
1) Vancouver Villain Society
Age: 27
Height: 5'7''
Weight: 155lbs
Archetype: Blaster
Origin: Magic
Powers: Caspar was always a mischievous child but things started really getting out of hand once he hit his late teens. Simple acts of vandalism turned into serious acts of arson and even murder. It was as if he had become a different person. And as his physical appearance began to change, it was obvious that he had. Caspar had unwittingly become the earthly host for the trouble-making goblin J'kaskinir who had been imprisoned in another dimension by a powerful sorcerer Although the goblin feared it might be difficult to control his new human host, he soon realized that Caspar actually enjoyed his mischievous ways and the two entities developed a so.mewhat symbiotic relationship. J'kaskinir used Caspar's body to wreck mindless havoc on earth and Caspar used the goblin's power to become the villain known as Gremlin. Gremlin's powers arise from J'kaskinir's goblin fire-magic. He is able to breathe fire, throw fire balls and cause objects to burst into flame. He is highly resistant to heat and has enhanced agility and healing ability.


Sunday, August 19, 2007

Titan


Name: Chris G.
Codename: Titan
Classification: Mercenary
Location: Vancouver, BC
Nationality: Canadian
Group Affiliation:
1) NorthVan Knights - Active
2) Mighty Markmen - Reserve
Age: 37
Height: 5'11'', 6'3'' (suited)
Weight: 200lbs, 350lbs (suited)
Archetype: Tanker
Origin: Technology
Powers/Devices: Like his partner Rift, Titan possesses no super-powers but has been specially selected by a mysterious benefactor to wield a device of great power. It is believed that Titan was chosen for the device, a kinetic energy absorbing power-suit, because his gentle and conscientious nature would not be corrupted by the destructive potential of the suit. The power-suit is made from a titanium-rubber alloy that greatly increases the wearer's strength and resistance to damage. But more importantly, the suit also absorbs kinetic energy. Specifically, it absorbs, stores and releases the kinetic energy from any physical attack directed upon it. The kinetic energy is released mainly from the suit's gloves or boots in the form of explosive punches or kicks. Titan can also use the kinetic energy stored in the boots to leap great distances as a mode of transportation. Unlike Rift however, Titan constantly finds himself in an ethical struggle over the unclear motives of his mysterious benefactor.

Saturday, August 18, 2007

Rift


Name: Gary G.
Codename: Rift
Classification: Mercenary
Location: Vancouver, BC
Nationality: Canadian
Group Affiliation:
1) NorthVan Knights - Active
2) Mighty Markmen - Reserve
Age: 40
Height: 5'9''
Weight: 180lbs
Archetype: Transporter
Origin: Technology
Powers/Devices: Although Rift has no super powers himself, he employs a powerful teleportation harness that has been given to him by a mysterious benefactor. A pilot and technophile, Gary was hand-picked by his benefactor to wear the harness. By activating the harness, Rift is able to tear open a small hole in the fabric of space and time and create a wormhole through which he can teleport to almost any location in space. Although he could theoretically teleport anywhere, he is limited by his limited knowledge of the universe. For instance, he can only teleport to locations in which he is certain he can withstand the environment. Rift also employs a special navigation system housed in his goggles to help guide him through the wormholes and ensure he ends up at the correct destination. Rift is able to create wormholes large enough to transport several people and considerable mass. Operating the harness and navigation system takes considerable skill and training. As such, Rift is the only person who is able to use it. The benefactor tolerates Rift's involvement in the Mighty Markmen but has also been known to have Rift operating on the other side of the law.


Sunday, July 29, 2007

Oracle

Name: Sheila S.
Codename: Oracle
Classification: Hero
Location: Vancouver, BC
Nationality: Canadian/Skyelyrian
Group Affiliation:
1) Skyelyrian Sentinels - Active
2) Mighty Markmen - Reserve
Age: 33
Height: 5'6''
Weight: 125lbs
Archetype: Defender
Origin: Natural (Skyelyrian)
Powers: Although she enjoyed her work as a psychiatry resident, Sheila always had a nagging feeling that it wasn't what she was really meant to do with her life. Her suspicions were confirmed when a flash of strange insight revealed to her true origin and destiny. Despite her initial fears that she was becoming psychotic, Sheila later learned that she was actually a member of an extra-terrestrial race of cosmic sentinels called the Skyelyrians and that she had been placed on earth to safeguard its inhabitants from evil. Like all members of the Skyelyrian race Oracle is able to integrate her mind with the fabric of space and time giving her what her race calls 'cosmic awareness'. This ability allows Oracle to see everything in the universe for a brief period of time. In order to become cosmically aware, Oracle must enter into a trance-like state of meditation. As such, Oracle cannot use this ability in the heat of battle as it requires intense concentration and would leave her vulnerable to attack. During times of great need however, Oracle receives flashes of 'cosmic insight' that warn her of danger to herself or those under her protection. Seeing everything in the universe is an overwhelming experience and Skyelyrians find it so uncomfortable that they can only maintain cosmic awareness for an instant, usually allowing them to find the information they are seeking but preventing them from becoming truly omniscient. Oracle's Skyelyrian physiology also allows her to fly and communicate telepathically.


Monday, July 23, 2007

Painkiller


Name: Chadski
Codename: Painkiller
Classification: Villain
Location: Vancouver
Nationality: Canadian
Group Affiliation:
1) Vancouver Villain Society - Active
Age: 27
Height: 5'10''
Weight: 200lbs
Archetype: Tanker
Origin: Mutant
Powers: Growing up on the tough streets of Kamloops, Chadski was no stranger to pain. In fact, even before his mutant powers manifested he had developed a special relationship with pain and he vowed to use it to exact revenge on the cruel world that treated him so badly. Painkiller is a mutant with the ability to convert physical pain into power. By experiencing pain himself or by inflicting it on others, he experiences a rush of power that temporarily increases his strength, stamina and healing abilities to an incredible degree. The rush of power is exhilarating, enraging and intoxicating and Painkiller finds himself constantly craving more power and pain. But as he acquires more power he becomes more intoxicated and enraged until finally he finds himself lost in a psychotic rage, unable to control his own actions. In addition to converting pain into power, Painkiller can also stimulate his opponent's pain centers greatly amplifying the pain they experience from the injuries he inflicts. With supreme effort, he can even completely overwhelm an opponent's pain center causing them to experience unbearable pain even though they may not have sustained any physical injury. Painkiller's costume is covered in spikes and barbed wire in order to increase the pain he inflicts on his victims and himself thereby increasing his power.

Sunday, July 15, 2007

Limelight


Name: Pete M.
Codename: Limelight
Classification: Hero
Location: Vancouver, BC
Nationality: Canadian
Group Affiliation:
1) Mighty Markmen - Active
Age: 27
Height: 5'10''
Weight: 165 lbs
Archetype: Defender
Origin: Mutant
Powers: Limelight emits a radiant aura capable of altering or heightening the emotions of those exposed to it. Limelight can use this empathic aura to induce any emotion. For example, he can incite fear in his enemies, induce calm in panicked civilians or boost the morale of his teamates. He can easily help resolve disputes and diffuse tense situations. By causing people to fall madly in love with him he can get them to do whatever he wants. Limelight's aura also gives him a heightened ability to read other people's emotions; an ability he sometimes finds overwhelming. Limelight can vary the intensity and radius of his aura but he finds it difficult to turn off completely. As people move out of range, they slowly return to their original emotional state. Limelight's aura tends to induce the same emotion in everyone around him, thus in combat he wears a specially designed containment suit that allows him to target his aura more effectively. A budding actor/waiter/model/stud, Limelight has always been concerned about his public image. To this end, Limelight used to conceal the true origin of his powers, maintaining that they arose from his 'power-suit'. More recently however, he has come to terms with his mutant origin and the Mighty Markmen are all really proud of him!


Friday, June 29, 2007

Darkwater

Name: Geoff W.
Codename: Darkwater
Classification: Mercenary
Location: Vancouver, BC
Nationality: Canadian
Group Affiliation:
1) Mighty Markmen - Active
2) Captain Snowbeard's Crew - On shore leave
Age: 26
Height: 5'11''
Weight: 185lbs
Archetype: Scrapper
Origin: Natural
Powers/Abilities: Geoff began living the pirate life at a young age when his family's boat capsized off Vancouver island and he was rescued by the infamous Canadian pirate, Captain Snowbeard and his crew. Although Darkwater has no super-human powers per se, he is known throughout the world as a master-thief. It is said that he can steal anything from anybody. He clever, stealthy and resourceful. A master of disguise, he is able to convincingly alter both his appearance and voice. He can also be so charming that men and women alike find it difficult not to give him what he wants. He carries a skeleton key, possibly of magical origin, that can open any lock. To help him to escape from sticky situations he carries a small bag of black blinding powder that he can toss in his opponent's eyes. Darkwater is in excellent physical shape and is skilled at both swordsplay and hand-to-hand combat. Darkwater also carries a collection of concealed daggers that he can throw with deadly accuracy. Almost as legendary as Darkwater's thieving skills are his drinking skills. On more than one occasion, Darkwater's overindulgence in the pirate juice has interfered with his heroic duties. Like most pirates Darkwater is always on the lookout for gold. For the moment he is sailing with the Markmen but you never know where tomorrow's tide will take him.


Tuesday, June 26, 2007

Epic


Name: Rob G.
Codename: Epic
Classification: Hero
Location: Thunder Bay, ON
Nationality: Canadian
Group Affiliation:
1) Mighty Markmen - On sabbatical (scheduled to return summer 2007)
Age: 37
Height: 5'9''
Weight: 175lbs
Archetype: Controller
Origin: Magic
Powers:
Rob, an english professor and poet, never regarded himself as much of a hero. That all changed when he discovered a mysterious book written in a forgotten language hidden under a pile of papers on his desk. Although Rob didn't recognize the language, he was surprised to find that he could easily read the text. The book, which was entitled "The Book of Summons" was a collection of 33 poems, each telling the tale of a different mythical beast. By reading each of the poems aloud Rob discovered that he was able to magically summon and control the beast described in the poem. Some of the beasts pictured with Epic above include: Myri'od, a crystal creature that breaks into an army of smaller crystal warriors each time it is shattered, Tavyphth, a ruthless living plant made up of razor-sharp vines, J'rak and Kr'noc, a pair of stone sentinels and Gnorrong, a very strong but docile walrus-like creature. Epic's ability to control the summoned beasts varies with the temperment of the beasts. He able to summon multiple beasts by reading several poems but generally finds it too difficult to control more than one beast at a time. He has also learned with devastating consequences that many of the beasts do not get along with each other. Epic has on occasion been able to recall a poem in its entirety and summon a beast without the book but finds this difficult because the poems are long and must be recited without error in order to summon a beast successfully. If Epic is knocked unconscious or disoriented for a significant period of time, any summoned beasts will simply vanish suggesting they are actually figments of Epic's imagination.


Sunday, June 10, 2007

Spartan

Name: André L.
Codename: Spartan
Classification: Hero
Location: Ottawa, ON
Nationality: Canadian
Group Affliation:
1) Capital Power - Active
2) Mighty Markmen - Associate
Age: 27
Height: 6'1''
Weight: 220lbs
Archetype: Tanker
Origin: Magic
Powers: Andre was on a backpacking trip accross Europe when he happened upon a mysterious cave in the hills outside of Athens. A strange flicker of light coming from inside the cave caught his eye and he excitedly followed it into the cave. Inside the mouth of the cave all he could see was a series of tunnels. He could no longer see the light but he decided to continue exploring the cave. As he followed the tunnels deeper and deeper into the cave he once again noticed the same strange flicker of light. As he approached it he saw a giant mace partially buried under some rubble. Beside the mace was a lantern and a plaque enscribed in what looked to be ancient greek. He would later learn that the plaque read "He who wields this mace wields the power of the spartan army". As he grabbed onto the mace he felt a surge of power course through him and he was able to easily lift it out of the rubble. At that moment he knew his life had been changed forever. The mace grants Spartan super-strength, enhanced reflexes, endurance and healing as well as resistance to damage making him a nearly unbeatable hand-to-hand combatant. The mace itself is nearly indestructable and capable of smashing through almost anything. The mace can only be weiled by a select few and must be in Spartan's possession to grant him these powers.

Thursday, April 12, 2007

Diamondback


Name: Zane M.
Codename: Diamondback
Classification: Mercenary
Location:
Seattle, WA
Nationality:
American
Group Affiliation:

1) HeroHire.com - Active, CEO
2) Seattle Super-soldiers - Active
3) Mighty Markmen - Associate
Age:
33
Height:
5’9’’
Weight:
165 lbs
Archetype:
Scrapper
Origin:
Mutation
Powers:
Zane is a mutant with the ability to secrete a substance through his skin that crystallizes into diamond-sharp scales upon contact with the air. He can coat all or parts of his body in scales giving him a silvery reptilian appearance. The scales are sharp enough to slice into most substances and cut most opponents. They also provide some defense against physical and energy attacks. However, the scales are paper-thin and will shatter if hit hard enough at an oblique angle. Diamondback is also able to fling the scales from his body as deadly projectiles. The scales contain a neuro-toxin that causes confusion and muscular weakness if it penetrates an opponent’s skin. The neuro-toxic effects increase in severity with increasing doses from multiple scales potentially resulting in temporary coma and paralysis if the dose is high enough. Although Diamondback often fights alongside the Mighty Markmen and the Seattle Super-Soldiers, he has also been known to engage in shadier operations in the name of profit with his start-up company HeroHire.com, resulting in his classification as a mercenary.

Monday, April 02, 2007

Mastermind

Name: Emmet M.
Codename: Mastermind
Classification:
Arch-Villain
Location:
Vancouver, BC
Nationality:
Canadian
Group Affiliation / Status:

1) Vancouver Villain Society / Active
Age:
26
Height:
5’4’’
Weight:
130 lbs
Archetype:
Controller
Origin:
Technology
Powers:
After being teased and bullied as a child, Emit always dreamed of being popular. As a teenager he decided to leave his childhood behind and started clawing his way up the social ladder until he eventually became a prominent Vancouver socialite and MySpace icon. Although he enjoyed immense popularity, it just never seemed to be enough. Desperate for more fame and power, he embarked on a series of bizarre cloning and mind-control experiments in the hopes of discovering new diabolical means for attaining ultimate celebrity status. But each new discovery only fueled a greater desire for popularity ultimately driving him insane. His most powerful evil inventions to date are a mind-control device that he recklessly implanted directly onto his brain and a human cloning device. He has used the cloning device to create an army of brain-less hot-o’s that he lovingly refers to as his ‘Sweenies’. The mind-control device amplifies his brain waves allowing him to control their every action in an endless pursuit of power.


Sunday, April 01, 2007

Beware! Evil lurks...

Now I'm sure you were all really excited to see the first female Markman (no, the female members do not call themselves Markwomen) posted a few weeks ago but now get ready to be even more excited as I start introducing some of the Mighty Markmen's mortal enemies! Yes, who would need amazing heroes if there were no dastardly villains?

Now let me explain...You are all my friends - heroes and villains alike. It's just that some of you have a certain devious quality that seems to make you better suited for the dark side of the law. You know who you are - I'm pretty sure most of you would probably be prefer to be villains anyway!

I've added a category labelled 'classification' to help you sort out the heroes from the villains in case its not obvious from their description. Some people may be classified as mercenaries, operating on both sides of the law depending on where the money is best.

Monday, March 19, 2007

Waverider

Name: Kevin C.
Codename: Waverider
Classification:
Hero
Location:
Vancouver, BC
Nationality:
Canadian
Group Affiliation / Status:
1) Hamlin’s Heroes Inc. / Active
2) Mighty Markmen / Reserve
Age:
32
Height:
5’9’’
Weight:
180 lbs
Archetype:
Transporter
Origin:
Mutation
Powers:

Kevin is a mutant with the ability to shift his position in space by altering the quantum probabilities that dictate the position of the atoms that comprise his body. By making a series of infinitesimally small concerted changes, he can thus move his body through space in any direction. By holding the position of his atoms constant he can hover in place. Kevin can use this ability to reach speeds far exceeding the speed of sound. When traveling at high speeds, he is able to instinctually avoid colliding with other objects, but he is limited by the fact that he cannot think as fast as he can move. Thus when needing to accelerate to top speed, he must commit to a pre-planned trajectory. Kevin is able to carry 1-2 people or up to about 300lbs with him while traveling in this manner. As the mass of his cargo increases, his maximum attainable speed decreases significantly. Kevin could theoretically use his power in a standard flying position but he finds it more stable to use in an upright position, as if surfing on quantum probability waves, giving rise to his codename, Waverider.

Saturday, March 17, 2007

Song


Name: Shawna C.
Codename:
Song
Classification: Hero
Location: Vancouver, BC
Nationality:
Canadian
Group Affiliation / Status:
1) Hamlin’s Heroes Inc. / Active
2) Mighty Markmen / Reserve
Age:
32
Height:
5’6’’
Weight:
130 lbs
Archetype:
Blaster
Origin:
Science
Powers:
Shauna grew up as a normal Canadian child of Chinese-Portuguese-Belgian descent until at the age of 11 when she developed a severe viral infection that resulted in total paralysis of her vocal chords and the inability to speak. Shauna’s father a world-famous geneticist and bio-engineer dedicated his life to finding a cure that would bring back his daughter’s voice. After more than 10 years of experimentation, Dr. Cruz finally stumbled on a form of gene therapy that would profoundly change the course of Shauna’s life. The experimental therapy gave her the ability to speak and sing again but it also did much more. Shauna developed the ability to use her vocal chords to produce powerful sonic screams with enough concussive force to smash down walls or enough hypersonic energy to liquefy concrete or metal. Song can also use her vocal powers to create a sonic deflection shield around herself and soothing harmonic sound waves that can have a calming effect on people and can even put them to sleep. Song must guard against overusing her powers however because she has discovered over-use can make her hoarse and unable to produce sonic screams or even speak for some time.