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Watchdogs militiaman (Marvel Comics)


Reactionary militia

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

Powers and Abilities

The Watchdogs are the usual Ku Klux Klan wannabes, armed with guns, torches and protective vests. They use team attacks often (even in gunshots) if their leaders order it, but in general act like the furious mob they are, with a notorious difference: they never retreat, always fighting until the end.

There are about 1000 Watchdogs in the Southern USA states. The head of the militia is simply called Dog One. Each realm (State) is ruled by a Head Dog and a Pack Leader heads each pack (local unit). Individual members refers to each other as “Brother Dog”.


The Watchdogs were created (or probably only infiltrated and financed) by the evil nazi conspirator Red Skull, when he used the disguise of John Smith, CEO, as a part of one of his multiple conspiracies to subvert the USA.

The Watchdogs started a violent fascist campaign against what they see as “corruptors” of society from their ultra-diehard point of view, including pornography, abortion, teaching of evolution, immoral books, etc., in the Southern USA. They were armed and generally weren’t afraid of killing, despite some of the individual members having doubts about it.

Not being overtly racist at first glance, they got some friendly reactions from the most fanatic puritanists, some TV preachers and many like-minded people.

The Super-Human Activities Commission, which was at that time training John Walker and Lemar Hoskins as the new Captain America and Bucky, sent those two men to infiltrate and destroy the group. Walker was insecure because he had similar values to those of the Watchdogs and felt uneasy with working in the same area where he was born and raised. In fact, his best childhood friend was a member.


A full narration of their adventure can be find at the Battlestar writeup; after that successful raid, the new Captain started a campaign against the Watchdogs, destroying many of their cells and jailing 22 of their members.

When two ex-partners of the new Cap revealed his true identity in front of national TV, the Watchdogs moved fast: they kidnapped his parents and offered them in exchange for the superhero. He agreed. The militiamen could have killed Cap at the moment he surrended, but acting as a true Southern secret society, they preferred hanging him… in front of his parents.

Cap made an escape attempt and a gunfight started. Being unarmed (without his shield), Walkers couldn’t prevent the cold blood murder of Caleb and Emily Walkers, his parents. Losing his head, the mad hero killed nine fanatics and seriously injured sixteen. Afterward, he held the bodies of his parents and talked to them as if they were still alive.

The Watchdogs were born again from their ashes, used as cannonfodder by a manipulative TV preacher who was in fact a drug dealer. They were stopped by Silver Sable and her new Wild Pack.

Surprisingly, one of the ’Dogs resisted heavy torture at the hands of a sadistic Wild Pack member, but was persuaded by Sable to confess when she told him the preacher had lied to the “faith-fighters”.


The Watchdogs act and talk in the most pure lynch mob tradition. What is most shocking is that they don’t seem openly racist and do not attack people due to their skin color alone (though there may be some racist undercurrents — their treatment of Lemar Hoskins is one example), but focus on what they consider immoral ideas and acts. It also seems they have some female members.

Some of their members join the Watchdogs thinking they are propaganda workers, fighters for a “cleaner” America, and consequently feel disappointed by the group’s violent activism.

DC Universe History

Old South is a little empty in DC. They could fit in perfecty, probably having worked in St Rock or near the bayou in Louisiana.

If you want to make Hawkgirl gains a new trauma, make the ’Dogs kidnaps Speed Saunders and kill him in front of Hawkman and Kendra.

The romance between Swamp Thing and Abigail Cable would be seen as a mortal moral menace for the Watchdogs: they probably will try to destroy Swamp Thing with firethrowers or defoliant, kidnaping Abby or Tefe, etc. Probably the Thing would work with Batman to rescue his/its family.

In the excellent “Last Frontier” Elseworlds tale, an antiracist black vigilante called John Henry started a crusade against the Klan in the 50s. Perhaps his enemies were the Watchdogs instead of the burning cross club.

Or perhaps the Watchdogs and the Klan are enemies.


Initiation vow:
“I solemny vow to walk the virtuous path, to safeguard society from the forces that would corrupt it, and destroy the enemies of decency, of morality, and of the values upon which our country was founded.”


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats


Dex: 03 Str: 03 Bod: 03 Motivation: Upholding Puritane America. 
Int: 03 Wil: 03 Min: 03 Occupation: various, partial-time militian
Inf: 03 Aur: 03 Spi: 03 Resources {or Wealth}: 002/005
Init: 009 HP: 005

Weaponry (Firearms, occasionally Melee): 03, Vehicles (Land): 03

Extensive Headquarters (disguised as patriotically-themed clubs and bars) and likely Local Hero (reactionaries); some of them probably have Area Knowledge (their area)

Watchdogs organization (High), local followers and allies (High)

Secret Identity, MIA/SIA (to their cause). Their leaders also have a Dark Secret (being financed by Red Skull), some newbies have Uncertainty (they will freeze if they have to commit murder or the like)


  • 9mm pistol [BODY 04, Projectile Weapons: 04, Ammo: 15, R#03]
  • FLAK VEST PLUS HELMET [BODY 04, Skin Armour: 02, Limitation: Skin Armour only vs bullets and blades, Limitation: Real Armour. The helmet’s visor protects their identity]
  • Shotguns [BODY 04, Projectile Weapons: 06 (Diminishing), Range: 03, Ammo: 07, R#03, Advantage : Scattershot, Limitation: Projectile Weapons has No Range – use the Range given next instead, Drawback: Very long reload time] when expecting heavy opposition

Dogs with pedigree

Some of them likely have ex-military backgrounds and may have Military Science (only some skills): 03, Medicine (First Aid): 02 or Thief (Stealth): 03.

Their team leaders also probably have Charisma (Persuasion): 03, mostly used as oratory skills in their meeting. These leaders also have 10 HPs and are usually visibly distinguishable by a moustache and a small beard (as opposed to the clean-shaven rank and file).

By Capita_Senyera

Source of Character: Marvel comics

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