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Spinnenmann

Kurt Wagner

Prime Marvel Universe

Spinnenmann's powers and abilities

  • Teleportation: Kurt has the ability to teleport himself, the clothes he is wearing, and within limits, a certain amount of additional mass which is in contact with him. He teleports by displacing himself into the Brimstone Dimension, traveling through it, and then returning to his own dimension at a certain distance from his point of departure. He consciously determines his point of return. The entire process occurs so quickly that he is unaware of being in the Brimstone Dimension at all. He guides himself through the Brimstone Dimension by a subconscious, natural direction-finding sense. Although he controls his teleportation ability with his conscious mind, his power to teleport is not psionic. Rather it is the result of an unknown biochemical/biophysical reaction which he triggers mentally. When he disappears in teleporting, he leaves behind smoke with a scent reminiscent of burning brimstone. This is a small portion of the atmosphere of the Brimstone Dimension that escapes while the aperture is open. His teleportation is invariably accompanied by the muffled sound of imploding air rushing to fill the vacuum left where his body was, creating his signature "BAMF" sound. His powers automatically displace liquids and gases when he arrives in the course of a teleportation. His powers will not displace solids, however, putting him at risk for materializing inside solid matter, causing serious injury or death. As a consequence, he typically teleports only to places he has been to before, knows the layout of, or has a line-of-sight for, even though his actual range is much farther. Kurt's intuitive spatial awareness allows him to track his movements instinctively and with greater precision than the average person, helping him to pinpoint locations for a "blind" teleport. The longer the distance over which he teleports himself, the harder and more exhausting it is for him to make the teleportation jump. It is easier for him to teleport between north and south (along Earth's magnetic field lines) than it is for him to teleport between east and west (against the magnetic lines). Under optimal conditions, teleporting only himself and his costume, he can displace himself a distance of about 2 miles east-to-west, and up to 3 miles north-to-south. Making a vertical teleportation upwards is difficult and dangerous, fighting against both the electromagnetic and gravitational fields. However, he has made a vertical teleportation jump of one mile by pushing himself to his physical limits. Before his death, Kurt was able to port
  • Hope and himself from Las Vegas to San Francisco which is 585 miles (941.5km) and he was weakened and near death at the time. Sometime after his initial resurrection Kurt appeared to have expanded on his teleportation abilities, able to make longer jumps than before without the aid of the bamfs, having warped 7853 miles (12,638.2km) all the way from Dubai to the Savage Land in Antarctica, and again traveling 2936 miles (4725km) from Prague to Al-Qasr in Egypt. More recently, before his rebirth by the Five, Pixie stated that his teleportation distance has increased a "crazy" amount. Having teleported from Krakoa to Rub' al-Khali, Saudi Arabia with two people effortlessly (even though he had never been there, it wasn't a blind teleportation since the coordinates were telepathically placed in his mind). His momentum is retained throughout the process of teleportation so that he arrives with whatever amount of inertia he left with. For example, if he were falling from a great height, he could not teleport himself towards the ground in order to save himself because he would land with the same velocity that he had when he teleported. He can subtract this inertia by teleporting short distances upwards (as though taking two steps back for everyone forward). The limits to the mass that he can carry with him while teleporting, and the limits to the distance over which he can teleport himself with additional load is unknown. When he transports a passenger over even moderate distances, they both feel weakened and ill, to the point of exhaustion. Teleportation over further distances could be fatal. Through practice, he has increased the mass he can bring with in when he teleports. The upper limits of this capacity are currently unknown. He can use his powers offensively by grappling with an enemy and teleporting him or her in a series of rapid jumps. The strain of these "multiple ports" can exhaust foes without superhuman endurance while he remains strong enough to continue fighting. Before and after his resurrection, he is able to use Beacon Teleportation which he created for himself as a rather unique means of expanding his teleportation range. Through the deal he made with his father's own nightmarish gremlins, called bamfs, Kurt now has the capacity to lock onto their trans-spatial displacement signature as a means of warping to their exact location regardless of whether Kurt can see where he is warping or not. This enables him to teleport over global or even cross dimensional distances so long as he maintains the connection with the bamfs. In his own words, "Anywhere I go they can go" and vice versa.

  • Subconscious Spatial Awareness: Kurt has a very limited subconscious extrasensory ability that prevents him from teleporting himself so that his feet, for example, would materialize below the surface of the local ground. Because this ability is so limited, however, he will not teleport into any place that he cannot see or has not seen in the past. If he teleported himself into an unfamiliar area, he would run the risk of materializing partially or entirely within a solid object. If too much of his body materialized within a solid object, he would probably be killed.

  • Extrasensory Perception: As part of his power, Kurt has also exhibited a limited ability to sense the teleportation of other beings.

  • Micro-Suction Discs: Kurt can stick to objects with the surface of his hands and feet. This enables him to scale surfaces.

  • Flexible Bone Structure: Kurt's bone structure allows him great flexibility. He can remain in a crouched position for a long time and perform contortionist type feats without causing any damage to his spine.

  • Camouflage: He has limited abilities to blend into shadows, both as a result of his indigo fur and his connection to the light-bending attributes of the dimension through which he teleports. This is also the explanation for why he constantly appears in shadow, even in direct light. It should be noted that at first this camouflage was outright invisibility as described by Kurt himself, to the point where only his eyes could betray his presence.

  • Prehensile Tail: Kurt has a tail that allows him to grab onto objects with relative ease. His tail is strong enough to not only support his body weight but also lift an adult man completely off the ground. It is deft enough to fight with like a sword or blunt object.

  • Night Vision: His always glowing eyes grant him a marked degree of heightened night vision as well.

  • Superhuman Agility: Kurt's agility, balance, and bodily coordination are enhanced to levels beyond the human body's natural limits.

  • Superhuman Reflexes: His natural reaction time is also enhanced to a level beyond the human body's natural limits.

  • Immortality: Kurt cannot return from the afterlife due to sacrificing his soul in order to resurrect himself. This means Kurt cannot die by any natural means. Although he did die on a mission in space when he was consumed by a corona, but was later resurrected by the Five.

Abilities

  • Master Acrobat: Kurt is an Olympic-class acrobat thanks to his flexible spine that allows him to perform contortionist-like feats and to go long periods in a semi-crouching position without injury.

  • Master Combatant: With martial arts training, he is a skilled hand-to-hand combatant and a master at fencing, which he can even perform with his tail, which is strong enough to support his entire body weight.

  • Aviator: He has served as a pilot and, with
  • Wolverine, had also been the mechanic of the X-Men's Blackbird jet for a long time.

  • Medic: He has been the team medic when there weren't any qualified X-Men around to do so.

  • Multilingual: Kurt is fluent in various languages due to traveling in his youth around Europe as the star performer in a circus and knowing the language of wherever they were that week was very handy. He was a member of the X-Men when
  • Professor Xavier telepathically taught the team Russian and Japanese. Kurt also speaks English, French, Spanish, Krakoan, and Italian in addition to his native German.

Spinnenmann's weaknesses

Despite Kurt's superhuman powers, he is just as susceptible to disease and physical injury as any ordinary human. Also, because he is a Neyaphem, Angel's blood, which heals everyone else, hurts him, normally adding to whatever injury he received.