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Think Tank (o)

Version 4.0

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Think Tank (gh)

Fighting: 

Ty

Agility: 

Gd/Pr

Strength: 

Ty

Endurance: 

Rm

Reason: 

Gd

Intuition: 

Rm

Psyche: 

Am

Health: 

52

Karma: 

90

Resources: 

Ty

Popularity: 

-5

Real Name: Marvin Flumm
Alias: Mentallo
Occupation: Ex-professional criminal, now liberator of mutants
Legal Status: U.S. citizen with a criminal record
Identity: Known to the authorities
Place of Birth:
Unknown
Marital Status: Unrevealed
Known Relatives: None
Base of Operations: Death Valley, California
Past Group Affiliations: The Resistants
Known Powers:
Telepathy: Think-Tank has the Amazing power to psionically reach up to three people at once. He has a maximum range of five miles.
Hallucination: This Amazing power can generate images directly in the minds of up to three people. Each is entitled to make a Psyche FEAT roll to sense the deception; failure indicates that they believe the illusion to be real.
Radar Sense: Using his psionic energies, he has Feeble ability to detect the presence and shape of intangible or out-of-range objects. Arsenal:
Equipment:
Think-Tank operates a mentally powered tank that fires weaponry which does Incredible ranged damage up to five areas range, and four Excellent strength grapples. Mentallo’s agility is reduced to Poor in this device.
Body Armor: All Resistants wear armor which provides them with Good protection against physical and energy attacks, and Good protected senses.
Anti-Psionic Helmet: This device allows him to employ the following powers:
  • Excellent resistance to all psionic attacks
  • Excellent mental invisibility

Weakness:
Think-Tank is at -1 CS to attack any and all moving objects. If his helmet is missing or damaged, Mentallo takes twice the damage from psionic attacks.
Talents:
Criminal skills, Remarkable reason with firearms and electronics.
Role-Playing Notes:
Think-Tank, as Mentallo is now called, is still a first rate mentalist who has never quite figured out the way to use his powers in a way that makes him seem formidable. ThinkTank would rather rely on a previously prepared plan than improvise. He has few moral scruples.
History:
See the history of the Resistants.

Marvin Flumm was born with telepathic powers that first began to manifest themselves during adolescence. Flumm, content to work as a shoe salesman, ignored his powers. But his telepathic abilities were detected by Niles Nardstrom, the director of SHIELD’s newly organized ESP Division, and Flumm was invited to join. As Nordstrom helped him develop his talent, Flumm’s ambitions began to grow. He conceived the notion of secretly taking control of SHIELD and using its resources to gain political power. But his plan was discovered by Nordstrom before it could be put into effect, and Flumm was forced to flee. He did manage to steal a special SHIELD battlesuit and certain telepathy-enhancing equipment, items which he used to create a new identity as “Mentallo.”

Allying himself with Norbert Ebersol, alias the Fixer, whom he located by telepathy, Mentallo staged a raid on SHIELD’s Manhattan headquarters which came close to succeeding. The pair were taken into SHIELD custody, but escaped some months later, thanks to Fixer’s genius. This was the beginning of a long criminal career, which put him into conflict against SHIELD, the Micronauts, and Professor X. As he progressed, Mentallo found himself working for others, not himself.

Finally, Mentallo was rescued by the Resistants. Seeing an opportunity for advancement, Mentallo agreed to become the group’s thinktank, but was defeated by then Captain America, John Walker.