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

Snake and Powerhouse


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

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.


Background

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


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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.


History

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

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

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

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, unhinged murderer who murders everybody aboard the yacht. But then, that was at least three universal reboots ago, so whatev.)


Description

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

Powerhouse has a Silver Age  costume with some early Bronze Age  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 !”


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Game Stats — DC Heroes RPG Print Friendly

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Snake

Dex: 08 Str: 04 Bod: 04 Motivation: Mercenary
Int: 04 Wil: 04 Min: 04 Occupation: Mercenary
Inf: 04 Aur: 03 Spi: 04 Resources {or Wealth}: 005
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.


Powerhouse

Dex: 05 Str: 05 Bod: 06 Motivation: Mercenary
Int: 04 Wil: 03 Min: 04 Occupation: Mercenary
Inf: 04 Aur: 03 Spi: 04 Resources {or Wealth}: 005
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.


Design Notes

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


Game Stats — DC Adventures RPG Print Friendly

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Snake — Averaged PL 7.2

STR STA AGL DEX FGT INT AWE PRE
03 02 06 02 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).

Offense

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.

Notes

Speculative stats due to lack of material.


Powerhouse — Averaged PL 7.2

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

Offense

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.

By Sébastien Andrivet.

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

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