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Plantman
Real
Name: Samuel Smithers Occupation: Former gardener, now professional
criminal Identity: Known to the authorities Legal Status:
Naturalized citizen of the United States with a criminal record Former
Aliases: None Place of Birth: London, England Marital Status:
Divorced Known Relatives: None Group Affiliation: Former
associate of the Maggia under Count Nefada, ally of the Wizard Base of
Operations: A submarine somewhere in the Atlantic Ocean First Appearance:
STRANGE TALES #113
History: Samuel Smithers was born in London and
orphaned at an early age. Some time during adolescence,
he left the orphanage and went to work as a lab assistant
to a noted London botanist who was exploring the low-order
mental activity of plant life. After ten years, the botanist
died. Smithers then emigrated to the United States, where
he hoped to continue the work he had begun under the London
botanist: an invention to increase the intelligence of
plant life so that human beings could communicate with
plants. Lacking formal education and ridiculed for his
ideas, Smithers found work as a gardener in Glenville,
Long Island, New York. His employer, Morris Evans, eventually
fired him because he was spending more time tinkering
with his invention than gardening. Shortly thereafter,
a bolt of lightning hit his experimental plant ray-gun,
somehow charging it with the power to control and animate
all plant life. Donning a disguise and calling himself
the Plantman, Smithers plotted revenge on Evans for firing
him. He concocted a scheme to frame Evans for robbery
but Evans' daughter's then-boyfriend, Johnny Storm, the
Human Torch, intervened and cleared Evans' name. Although
the Torch destroyed his plant-gun, the Plantman nevertheless
managed to escape.
Months later, the Plantman devised a second, more powerful
plant-gun and attempted to kill the Human Torch in revenge.
The plan failed and the police took the Plantman into
custody. He was released a short time later and recruited
by Count Luchino Nefaria to join the Eel, Unicorn, Porcupine,
and Scarecrow as Nefarta's lieutenants in the Maggie.
Nefaria wanted their aid in helping restore his family
to prominence in the Maggia organization. Plantman and
his compatriots kidnapped the X-Men to use in a scheme
to extort a hundred million dollars from the U.S. government.
When the plot fell through, the Plantman managed to escape.
Having stolen certain technology from the Maggia, the
Plantman built huge, highly sophisticated versions of
his plant-stimulating guns and launched an attack on his
native London by the Leviathan, a huge organism made up
of seaweed. The Sub-Mariner and Triton stopped the Leviathan
before it could do much damage, and the Plantman escaped
aboard his submarine. Needing funds to continue his research,
the Plantman created a simulacrum of himself made out
of plants, clad it in the old version of his costume,
and dispatched it to de mercenary work. Its actions controlled
remotely, the bogus Plantman joined the Eel, Scarecrow,
Porcupine, and original Viper as operatives of a criminal
police officer calling himself the Cowled Commander. They
were instructed to launch a crime wave, but Captain America
and the Falcon overpowered them.
The Plantman sent a second simulacrum to kidnap wealthy
businessman Kyle Richmond in order to extort ten million
dollars from Richmond Enterprises for his release. The
intervention of Dr. Strange, Power Man, and the second
Red Guardian forced him to abandon the plan.
The Plant-Man apparently acquired the funds he needed
to operate and launched his most ambitious scheme to date,
the takeover of a S.H.I.E.L.D. base by human looking plant simulacra
and the capture of the U.S. president. The Avengers stormed
the base to rescue the Chief Executive from the thousand-strong
army of plant simulacra, and even destroyed the Plantman's
most powerful creation yet, a hundred-feet tall tree-man.
The Plantman is still at large, however, plotting further
schemes.
Height: 6 ft. Weight: 190 lbs. Eyes: Green Hair: Dark
gray
Strength Level: The Plantman possesses the normal
strength of a man of his age, height, and weight, who
engages in minimal regular exercise.
Known Superhuman Powers: None
Weapons: The Plantman wields several gun-like
projectors that emit an energy-field of an as yet unknown
nature capable of stimulating the naturally-occurring
psionic field of the cholorophylic process of plant photosynthesis.
Once so stimulated, a plant becomes receptive to the ordered
human thoughts of the projector's manipulator. The Plantman
can animate the roots of a plant like prehensile limbs,
uproot trees, cause vines to grow at a super-accelerated
rate to choke a victim, force plants to shed their leaves,
or drain them of their moisture. Depending on the size
of the plants involved, plants tend to remain under the
mental influence of the Plantman for as long as an hour
after stimulation by the ray. The Plantman has created
life-mimicking plant simulacra of human beings composed
primarily of living wood. They are capable of movement,
speech, and a preprogrammed series of complex activities.
It is not known how they are constructed, programmed,
or motivated. The Plantman has redesigned and modified
his vege-ray gun several times since its invention, to
increase its range to about 500 yards and increase the
frequency selectivity of its psionic field.
The Plantman has equipped his plant doubles with various
special paraphernalia including, poison thorn-shooters
and spore launchers.