Mastodon

5 min read


Context

These two blokes only appeared in one 1976 DC comic book, and the story didn’t even properly end.

So they’re obscure.

But I loved their basic, archetypal 1970s quality. They look very much like stock villains you’d expect to see in a C-list 1970s comic book. Or an early Champions or Villains & Vigilantes supplement.

Advertisement

Background

  • Real Name: Unrevealed.
  • Known Relatives: None.
  • Group Affiliation: Snake and Powerhouse are partners in crime.
  • Base Of Operations: Miami, FL.
  • Height: 5’8” (1.72m) (Snake) 6’2” (1.88m) (Powerhouse). Weight: 110 lbs. (50Kg.) (Snake) 238 lbs. (108 Kg.) (Powerhouse).
  • Eyes: Unrevealed. Hair: Unrevealed (Snake) Bald (Powerhouse).

Powers and Abilities

Snake is a highly acrobatic fighter. He can nimbly evade all sorts of attacks for pretty much as long as he wishes. Yet his gaunt frame packs remarkable strength when he goes on the offensive.

Nowadays, he might be depicted as a Brazilian Jujitsu expert. With extensive training in strikes, holds and ground fighting.

Powerhouse is a particularly large, strong and robust man.

He also appears to be a natural superconductor. Electricity does not harm him. And if he touches an electrically powered item (such as a functioning light bulb) he becomes electrically charged, likely shocking unto unconsciousness those touching him.

Snake and Powerhouse (Codename: Assassin enemies) (DC Comics) closer shot

History

Snake and Powerhouse were special talent working for an undisclosed Miami mob.

When the Mob-Master decided to eliminate the costumed vigilante codenamed the Assassin, they were loaned to him.

The duo gave a demonstration of their unusual talents to the Mob-Master – by defeating a small army of thugs on the Master’s yacht.

Then they… never were seen again, since Codename: Assassin ended just as they were confronting the titular character.

Both Snake and Powerhouse could appear pretty much anywhere, really.

(In 2008, we glimpsed them again. In this version of the story, Codename: Assassin is a daarrk, murderous, unhinged murderer who murders everybody aboard the murder yacht. But then, that was at least three universal reboots ago, so whatev.)

Snake and Powerhouse (Codename: Assassin enemies) (DC Comics)

Description

Snake is a cross between old Marvel villains (“Snake” Marston in the costume of the Viper (Jordan Dixon), with Cobra’s slithering movement).

Powerhouse has a Silver AgeSuper-hero comics from the late 1950s to the early 1970s costume with some early Bronze AgeSuper-hero comics from (roughly) the mid-1970s to the early 1990s details.

Personality

Cf. quotes. It’s all that we have.

Quotes

Snake

“If you *could* grab me, fool, what would you do ? You have neither my strength nor my training — training which I received by spending 15 years in a South American circus ! Against my skill and agility, you’re like children. And like children, you are obstinate and foolish. You refuse to admit my superiority, and thus are finished — with defeat !”

Powerhouse

“Take your best shot, punk. It might be your last !”

Snake and Powerhouse vs. thugs (DC Comics) (Codename: Assassin)

DC Heroes RPG

Snake

Dex: 08 Str: 04 Bod: 04
Int: 04 Wil: 04 Min: 04
Inf: 04 Aur: 03 Spi: 04
Init: 018 HP: 020

Skills:

Acrobatics (Athletics, Dodging, Evasion): 09, Martial artist: 05, Vehicle (Land): 03

Advantages:

Language (Spanish, Portuguese).

Connections:

Underworld (Low), Powerhouse (High).

Drawbacks:

Secret Identity.

Motivation:

Mercenary.

Occupation:

Mercenary.

Wealth:

005


Powerhouse

Dex: 05 Str: 05 Bod: 06
Int: 04 Wil: 03 Min: 04
Inf: 04 Aur: 03 Spi: 04
Init: 013 HP: 020

Powers:

Energy absorption: 12, Joined: 06, Lightning being: 09

Bonuses and Limitations:

  • Energy absorption only works with electricity.
  • Lightning Being is only active whilst he is Absorbing electricity. It is capped at the APs he is currently Absorbing (ordinary house current can reach 6 APs).

Skills:

Vehicle (Land): 03

Advantages:

None demonstrated.

Connections:

Underworld (Low), Snake (High).

Drawbacks:

None demonstrated.

Motivation:

Mercenary.

Occupation:

Mercenary.

Wealth:

005


Design Notes

Much of the material is speculative, since very little was seen of them.


Advertisement

DC Adventures RPG

Snake — Averaged PL 7.2

STR STA AGL DEX
03 02 06 02
FGT INT AWE PRE
08 01 01 01

Combat Advantages:

Chokehold, Defensive Attack, Defensive Roll 1, Evasion, Fast Grab, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Takedown.

Other Advantages:

Languages 2 (Spanish, Portuguese).

Skills:

Acrobatics 7 (+13), Athletics 9 (+12), Close combat (Unarmed) 4 (+12), Deception 1 (+2), Insight 2 (+3), Perception 3 (+4), Persuasion 1 (+2), Vehicles 4 (+6) (Limited 2 to common land vehicles).

Offence:

Initiative +6
Unarmed +12, Close, Damage 3.

Defence:

Dodge 13
Fortitude 06
Parry 13
Toughness 02*/03
Will 04

* Without Defensive Roll.

Complications:

  • Identity Snake operates fully masked.

Powers Levels:

  • Trade-off areas. Attack/Effect PL 08, Dodge/Toughness PL 08, Parry/Toughness PL 08, Fort/Will PL 05.
  • Points total 96. Abilities 48, Defences 19, Skills 14, Powers 00, Devices 00, Advantages 15. Equiv. PL 07.


Design Notes

Speculative stats due to lack of material.


Powerhouse — Averaged PL 7.2

STR STA AGL DEX
04 04 02 01
FGT INT AWE PRE
04 01 01 01

Powers:

Like a rock ● 3 points ● Descriptor: Unrevealed
– Protection 2
– Feature 1 — +6 special bonus against anything that would knock him prone, trip him, topple him and the like.

Conductive ● 11 points ● Descriptor: Unrevealed
– Impervious Protection 8, Limited 2 to Electricity/Magnetism.
– Reaction electrical Close Damage 12, Limited 2 (must be currently absorbing ellectricity), Limited 1 (cannot engage more Ranks than the Ranks of electricity he’s currently absorbing. Normal house current usually tops out at 5 Ranks).
– Enhanced Advantages (Diehard, Second chance) both Limited 1 against electrical damage.

Combat Advantages:

Close Attack 3, Defensive Attack, Defensive Roll 2, Improved Smash, Takedown.

Other Advantages:

None demonstrated, babycakes.

Skills:

Athletics 2 (+6), Close combat (Unarmed) 1 (+8), Deception 1 (+2), Insight 2 (+3), Perception 3 (+4), Persuasion 1 (+2), Vehicles 4 (+5) (Limited 2 to common land vehicles).

Offence:

Initiative +2
Unarmed +8, Close, Damage 4.

Defence:

Dodge 07
Fortitude 09
Parry 09
Toughness 04*/08
Will 04

* Without Defensive Roll.

Complications:

  • Appearance Powerhouse is easily noticeable.

Powers Levels:

  • Trade-off areas. Attack/Effect PL 06, Dodge/Toughness PL 08, Parry/Toughness PL 09, Fort/Will PL 07.
  • Points total 82. Abilities 36, Defences 18, Skills 6, Powers 14, Devices 00, Advantages 8. Equiv. PL 06.


Notes

Speculative stats due to lack of material.

That they have the exact same PL wasn’t intended, but it seems likely that they would.

Writeups.org writer avatar Sébastien Andrivet

By Sébastien Andrivet.

Source of Character: First Issue special #11 (1976).