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Mind-Wave (Daredevil enemy) (Marvel Comics)


Power Level:
Game system: DC Heroes Role-Playing Game


  • Real Name: Unrevealed
  • Marital Status: Unrevealed
  • Known Relatives: None
  • Group Affiliation: None
  • Base Of Operations: Mobile aboard the Think-Tank
  • Height: 5’11” Weight: 180 lbs
  • Eyes: Unrevealed Hair: Unrevealed

Powers and Abilities

Mind-Wave is gifted with extra-sensory perception – primarily, the power to read unprotected minds. This allows him to predict every intention and moves from his opponents, allowing him to counter any plan and be unstoppable in a fight. He’s also unusually strong and physically powerful.

Mind-Wave complement his ESP powers with a gift for invention and advanced technology. He and his men are arms with heat-ray weapons (presumably high-yield lasers), and wear helmets enhancing ESP abilities.

His masterpiece is the Think-Tank – a monstrous threaded war machine with a powerful laser cannon, multiple radars and even a paralysis beam. The Think-Tank can be controlled telepathically, and can “perceive” its environment through various sensors ; Mind-Wave can give it orders and coordinate its attack much like he can enhance other ESPers by giving them a view into their opponent’s next actions.

The Think-Tank is usually operated manually by a crew of three (Mind-Wave and the two ESPer-ts in the frontal bubbles), since telepathic control requires concentration.

Mind-Wave’s henchmen are not particularly capable, but he can telepathically coordinate their fire.


Mind-Wave’s past is unknown, but it was indicated he had plied his criminal looting activities through many different countries, and had clashed with the Marvel Universe version of Uri Geller many times, always defeating him and evading the authorities. It is possible he’s Israeli.

At one point, Mind Wave came to New York City in order to pillage Wall Street banks and jewellery stores. Daredevil attempted to stop him, but Mind-Wave successfully got away. The District Attorney then had Daredevil meet Uri Geller, and the two teamed up to defeat Mind-Wave at long last.

Years later, Mind-Wave was one of Scourge’s victims at the Bar With No Name.


Cool tank, uh ? The costumes are also neat, in a way.


A pompous villain, prone to villainous mental speeches and valuing discipline and coordination. He’s quite confident and competent, but knows there is little value in pointless confrontations and prefer to hit and run instead of engaging in pitched battles with the authorities.

Mind-Wave is a thief and would-be lord among men, not a killer. He never kills anybody, not even dangerous and recurrent opponents, and went out of his way to develop a paralysis beam weapon.


“An interesting plan, scarlet clown. However, any plan is virtually useless against Mind-Wave — for every thought is clearly heard through my helmet — and therefore, silently counter-acted !”

“One chance, Geller. Join with me ! Become my partner ! We are not unlike each other… and we are far from different from the others !  We stand above… and we are superior to the rest. Speak, Geller !  What do you say ?”

Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats


Dex: 04 Str: 04 Bod: 04 Motivation: Power lust
Int: 05 Wil: 04 Min: 05 Occupation: Criminal
Inf: 04 Aur: 03 Spi: 04 Resources {or Wealth}: 008
Init: 013 HP: 030

Danger sense: 08, Detect (ESPers): 05, Enhanced Initiative: 15, Mind probe: 12, Power reserve (DEX, Weaponry): 08, Telepathy: 05

Bonuses and Limitations:

  • APs of Mind Blank, Mind Field and the like are doubled as OV and/or RV against Mind Wave’s Mind probe and Detect (-2)
  • Telepathy only works with other ESPers (-2) and does not allow him to initiate psychic combat (-1)
  • Enhanced Initiative and Power Reserve are Useable on Others (+5) with an Area of Effect of three persons (+3) , but only through Telepathy (-1) and the APs are divided by two when used that way (-2)
  • Danger Sense only works against dangers from sentient opponents, not the environment or animals (-1)
  • Power Loss : Enhanced Initiative, Danger Sense and Power reserve both drop to 0 if any of the opponent’s he’s currently fighting resists his Mind Probes
  • Power Loss : Mind Probe drops to 06 APs, Telepathy to 3 APs and Detect to 3 APs when Mind-Wave is not enhanced by his technology (usually his signature helmet)

Gadgetry: 06, Scientist: 05, Vehicles (land): 04, Weaponry (heavy, firearms): 04

Expertise (tanks)

None demonstrated

None demonstrated


  • COSTUME [BODY 06, Shade: 02]
  • Laser pistol [BODY 04, Laser beam: 06]
  • THINK-TANK [STR 10 BODY (Hardened defenses) 15 INT 03, Laser beam: 12, Paralysis: 09, Radar sense: 10, Running: 05, Weaponry (heavy weapons): 03, Advantage : considered to be an ESPer, Limitation : Paralysis has a Range of but 02. Note : astoundingly enough, the bubbles only seem to have a BODY of 07, provided you are right on top of them (ranged attacks will tend to glance off and thus have to penetrate the tank’s normal BODY)]

The ESPer-ts

Mind-Wave’s uniformed henchmen seem to be very low-level ESPers. They help Mind-Wave operate the Think Tank (until Mind-Wave starts operating his tank telepathically) and act as infantry when needed, usually to loot the theater of operation.

Mind-Wave coordinates them telepathically – both to give silent orders and to give them a view into an opponent’s mind when needed, thus allowing them to predict their adversaries’ moves (Enhanced initiative, Power Reserve from Mind Wave).

There are about seven ESPer-ts, all with the following stats :

Dex: 03 Str: 02 Bod: 03 Motivation: Mercenary
Int: 02 Wil: 02 Min: 02 Occupation: Mercenary
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 004
Init: 007 HP: 002

Telepathy: 01

Bonuses and Limitations:
Telepathy only works with other ESPers (-2) and does not allow them to initiate psychic combat (-1)

Vehicles (land): 03, Weaponry (firearms): 03

Underworld (Low)

None demonstrated


  • COSTUME [BODY 06, Shade: 02]
  • Laser rifle [BODY 04, Laser beam: 07]

By Sébastien Andrivet

Source of Character: Daredevil v1 #133

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