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Doctor Kurrarkill (Iron Man enemy) (Marvel Comics)

Doctor Kurrarkill and Quasar the Future Man


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

Context

These two characters appeared in a particularly bad Iron Man issue, in 1975.

This story was openly presented as an emergency filler in the middle of the odd, and very 1970s-ish, “super-villains war” arc (starring the Black Lama). And it acknowledges that it’s just a pile of clichés. But heh, at least comics were cheaper back then.

And I’m sure that there are good ways to bring this pair back. Either they, or the cat. The cat was cool.


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Background

Dr. Kurrarkill

  • Real Name: Unrevealed.
  • Marital Status: Unrevealed.
  • Known Relatives: None.
  • Group Affiliation: None.
  • Base Of Operations: Murder Mountain Lodge, Western PA.
  • Height: 5’6” or so. Weight: 130 lbs or so.
  • Eyes: Grey Hair: Brown

Quasar

  • Marital Status: Likely N.A..
  • Known Relatives: None, likely N.A..
  • Group Affiliation: Assistant to Professor Kurrarkill.
  • Base Of Operations: Murder Mountain Lodge, Western PA.
  • Height: 7’2” or so. Weight: 400 lbs or so.
  • Eyes: Brown Hair: Bald


Powers and Abilities

Professor Kurrarkill in your typical mad scientist, specialising in life sciences and psychic research.

Quasar is a thoroughly mutated great ape with a practically human form. He possesses amazing strength and toughness. He was also supposedly super-intelligent, so I erred on the side of generosity for his Attributes and Skills in the game stats.


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History

Professor Kurrarkill was your average mad scientist. Her predictably demented and inhumane theories led to her expulsion from the brutal world of academia.

Retreating to the majestic wilds of Pennsylvania, she brought her concepts to fruition by developing means to siphon off “psychic energies” from people. This process somehow devolved her victims into orang-utan-like apes, most of the time.

The stolen energies were then transferred to an experimental subject – an ape named Quasar. He gradually became a powerful superhuman as Kurrarkill captured more victims. These were found as the scientist posed as the proprietor of an isolated hotel, Murder Mountain Lodge.

Here kitty kitty

At one point, Kurrarkill’s unnamed (but cute) assistant — presumably a former student of hers — revolted. She was captured and subjected to the treatment. But the scientist turned her into a house cat rather than a monkey, and let her retain her memories, sapience  and the like so she’d suffer.

Escaping, the cat was found by a couple of near-hippies touring PA. They adopted her and called her Zero.

Hours later, a torrential downpour felled a tree and nearly crushed their van. The accident was witnessed by Iron Man who was flying home. As Tony Stark he drove them to the only available hotel – Murder Mountain Lodge.

Kurrarkill captured the visitors (using heavy steel shutters hidden in the guest rooms), but did not recognise Zero. Iron Man easily escaped, and soon found the lab. But he was surprised by the physical power of Quasar and defeated.

A furmidable escape

Thrown with the couple into an electrical prison, he busted out when Zero, after rubbing herself a lot against Quasar’s trousers, arranged to be thrown into the cell. Her fur, charged with static, disrupted the electrical field. This time, Iron Man used some Hero Points  and handily defeated Quasar.

Meanwhile, Zero chewed off selected electrical wiring. As a result, when Kurrarkill attempted to release the neo-apes (the devolved, orang-utan forms of the humans drained to empower Quasar), the wrong door opened. The neo-apes surged into the control room, seemingly killing Professor Kurrarkill.

Of course, that leaves us at least with half-dozen of people devolved into apes, a lab assistant who became a canny kitty, and an unconscious near-human super-ape. What have they all become ?


Description

See illustrations.


Personality

Kurrarkill is a crotchety and hateful old woman who doesn’t like cute kitties. She will do anything necessary to research her insane theories. She talks to herself a lot and rants about her past and her rejection from academia.

Quasar is quite articulate, and likes to boast about his power and intellect. He’s an effective fighter (if a tad inclined toward the frontal assault), and seems very loyal toward the Professor and devoid of a human conscience.


Quotes

Dr. Kurrarkill

“Iron Man ! He must be crushed, Quasar !”

“But don’t you see I’m flirting with the very laws of psychic energy conservation ! In converting that ignorant laborer into an ape, I gained enough psychic energy to make this ape into an intelligent man ! Repeating the process has made him better and better !”

“Obviously you don’t understand, my dear ! Seize her, Quasar — she will provide you more energy food !”

Quasar the Future Man

“I concur, professor !”

“You have let my near-human appearance deceive yourself, Iron Man — but I am not human ! The professor has mutated me from the life-force of an ape — given me brawn and brains beyond that of humans ! I am truly a future being — Quasar the Future Man !”

“I do not understand the verbal motif you seem to be carrying — but your physical assault is most apparent ! It does slow my approach — but is not nearly enough to prevent it — or my subsequent counterattack !”


DC Universe History

Sure, they’re so obscure and cliché you can use him practically anywhere.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Dr. Kurrarkill

Dex: 01 Str: 01 Bod: 02 Motivation: Psycho
Int: 03 Wil: 04 Min: 04 Occupation: Mercenary
Inf: 03 Aur: 03 Spi: 04 Resources {or Wealth}: 004
Init: 005 HP: 010

Skills:
Charisma (Intimidation): 02, Gadgetry: 05, Scientist: 05

Advantages:
Stroke of Genius (psychic energy transfer devolution and super-evolution).

Connections:
Quasar the Future Man (Low).

Drawbacks:
Age (Old), Arch Enemy (Zero the cat), Minor Rage.

Equipment:
12 APs Lab in the basement of the Lodge (which includes a cell with 12 APs of electrically-powered Paralysis).


Quasar the Future Man

Dex: 05 Str: 12 Bod: 12 Motivation: Uphold Kurrarkill
Int: 05 Wil: 05 Min: 05 Occupation: Henchman
Inf: 04 Aur: 04 Spi: 05 Resources {or Wealth}: 003
Init: 014 HP: 015

Powers:
Growth: 01

Bonuses and Limitations:
Growth is Always On and Already Factored In.

Skills:
Scientist: 03

Advantages:
None demonstrated.

Connections:
Professor Kurrarkill (Low).

Drawbacks:
Creepy Appearance (not quite human).

By Sébastien Andrivet.

Source of Character: Iron Man v1 #79 (1975).

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