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The mighty Wom-BOT


garou

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OKay, this character was inspired by Hugh Neilson's post in the "Need help with my PC" thread. Specifically, I was inspired by this:

 

Maybe your origin story explains it. or maybe it tells us the young mutant, orphaned at an early age, is taken in by a cabal of sorcerors and trained in the mystic arts, then experimented on in an effort to create the perfect soldier before being bitten by a radioactive wombat (ie a group of unrelated justifications for various abilities slapped down on a character sheet, not a cohesive character concept).

 

So, here he is, the wonderful, wubbulous, Wom-BOT:

 

Wom-B.O.T.

Player:

Val Char Cost

40 STR 30

20 DEX 30

24 CON 28

20 BODY 20

11 INT 1

10 EGO 0

15 PRE 5

6 COM -2

 

14/29 PD 6

10/24 ED 5

4 SPD 10

13 REC 0

48 END 0

60 STUN 8

 

6" RUN 0

2" SWIM 0

5" LEAP -3

Characteristics Cost: 138

 

Cost Power END

20 Wombat powers: Elemental Control, 40-point powers

22 1) Tunneling 3" through 7 DEF material, Fill In, x4 Noncombat (42 Active Points) 4

13 2) Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4

20 3) Killing Attack - Hand-To-Hand 2 1/2d6 (5d6+1 w/STR) (40 Active Points) 4

35 Cyber-plates: Armor (15 PD/14 ED) (44 Active Points); Visible (-1/4) 0

10 Wombat padding: Physical Damage Reduction, 25% 0

10 More wombat padding: Energy Damage Reduction, 25% 0

5 Wombat eyes: Nightvision 0

27 Cybernetic Implants: Multipower, 40-point reserve, (40 Active Points); all slots OIF (-1/2)

3u 1) Accelerated Rocks: Energy Blast 8d6 (40 Active Points); OIF (-1/2) 4

2u 2) Shower of pebbles: Energy Blast 5d6, Area Of Effect (One Hex; +1/2) (37 Active Points); OIF (-1/2) 4

2u 3) Hail of dirt: Sight Group Flash 5d6, Area Of Effect (One Hex; +1/2) (37 Active Points); OIF (-1/2) 4

2u 4) Stricky mudball: Entangle 4d6, 4 DEF (40 Active Points); OIF (-1/2), Cannot Form Barriers (-1/4), Limited Range (20"; -1/4) 4

Powers Cost: 171

 

Cost Skill

2 Animal Handler (Other Burrowing Mammals) 12-

2 CK: City sewers, subways, tunnels, etc 11-

3 Climbing 13-

10 +2 with HTH Combat

3 Concealment 11-

3 Contortionist 13-

1 KS: Magical theory 8-

1 KS: Burrowing mammals 8-

2 KS: Conspiracy theories 11-

3 Streetwise 12-

2 Survival (Urban) 11-

3 Tracking 11-

Skills Cost: 35

 

Cost Talent

3 Bump Of Direction

3 Simulate Death

Talents Cost: 6

 

Total Character Cost: 350

 

Val Disadvantages

15 Hunted: Mystic Cabal 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)

15 Hunted: Scientific Group 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)

5 Money: Poor

5 Physical Limitation: Nocturnal (Infrequently, Slightly Impairing) [Notes: Moody and irritable if awake during daylight hours, -2 on all social skills]

10 Physical Limitation: Speech Impediment (Frequently, Slightly Impairing)

15 Psychological Limitation: Conspiracy nut (Common, Strong)

10 Psychological Limitation: Constantly Suspicious of Other People's Motives (Uncommon, Strong)

10 Psychological Limitation: Depressive (Common, Moderate)

15 Social Limitation: Public ID (Very Frequently, Minor)

15 Unluck: 3d6

20 Vulnerability: 2 x STUN Magic (Common)

15 Vulnerability: 1 1/2 x BODY Electrical (Very Common)

 

 

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background: Life hasn't been a bowl of cherries for Frederick Archibald Thompson. In fact, it's been more like a bowl of rancid yogurt. Frederick was born with several minor mutations, though none of them would have been noticeable except by making a detailed genetic map of him and his parents. He did, however, have great potential, which interested the Mystical Underground Dwellers. MUD had been searching for their "Chosen One", who, according to a prophecy, would be able to lead them to the promiosed cave, deep beneath the earth. MUD diviners cast many myriad spells, searching for their Chosen One, and all signs pointed in the direction of Frederick's house. Unfortunately, MUD had never heard of the concept of triangulation, and their actual target lived several miles away from the Thompsons. No matter - for MUD attacked, killing both parents and stealing little Freddie away, leaving behind his sandbox, his digger, his favorite stuffed badger, and his favorite shovel. (MUD mystics pointed to all of these as signs of his true nature, and would later retrieve the shovel and the badger for use in their rituals.)

 

Freddie was raised by the mystics for several years, who hoped that his true nature would seeon manifest. When it became apparent that Freddie, while he possessed great skill with a shovel and a real passion for digging, might not be the Chosen One, MUD took drastic steps. They fabricated a ritual that would jump-start Freddie's latent powers, forcing him to become to Chosen One (they hoped).

 

The ritual worked. Freddie, always a heavy child with pudgy cheeks, became more wombat-like in appearance. He grew a short furry coat, and his hands grew claws, suitable for digging and for combat. His nightvision, already good by normal standards, became enhanced. Sadly, his speech suffered, and he punctuated everything with snuffles and snorts. Still, even this minor change was seen as proof of his prophetic role.

 

Freddie didn't like being the object of mystical experimentation. He had been studying magical theory, and he knew enough to realize that MUD had been gambling with his life. If he hadn't already possessed latent abilities, the ritual would probably have killed him. Freddie had to escape - but MUD had put wards around his cell. Fortunately, MUD had forgotten to ward the floor, and Freddie tunneled his way to freedom.

 

Alone in the world, with an appearance that was marginally normal, Freddie wandered the wilds, searching for the city where he used to live. Unfortunately, before he could find his way home, he ran afoul of Dynamic Implants & Genetics, a lab that was already being investigated for illegal experiments on cybernetic implants, radioactivity and animals. Desperate to proof that his methods were sound, and could generate a supersoldier for the military, Dr. Bill Macy ordered his agents to procure a new subject. Barely had the agents left the secluded lab when they stumbled across Freddie, who was easily subdued.

 

The experiments were painful. Cybernetic plates and a weapon system were grafted to Freddie body. Dr. Macy also subjected Freddie to a series of serum injections, using a forumla composed of Wombat blood, radioactive elements and a synthetic organic compound known only as Compound W. This process further enhanced Freddie's natural mutant abilities, in much the same way that the superserum enhanced normal human characteristics.

 

Before Dr. Macy could complete the transformation (he was considering grafting additional armor, more weapons, and injecting Freddie with more Compound W), the DIG lab was raided. Although Dr. Macy and several of his assistants escaped, several key scientists were arrested, and, more imporantly, Freddie was freed.

 

Personality: His trials have left Freddie a little unhinged. His no less rational than your average psandex-clad superhero, but he is definitely distrusting of strangers, and inclined to see a conspiracy in mundane things. While most people will dismiss a late train as simply being late, Freddie will assume that the government wanted to delay the train to prevent a spy from meeting his contact, or that a secret terrorist agency was testing a device which interrupted train service. Sometimes he's right, but not often. Freddie is also moody and morose - he's not optimistic about the future, and though he acts as a hero to help people from suffering, he doesn't honestly believe that, in the long run, heroes will succeed. It's possible that, over time, these personality traits will diminish, and a happier, more optimistic Freddie will emerge.

 

Quote: *snuffle* I'll get de bad guy for you, provessor *snuffle*

 

Powers/Tactics: Freddie (or Wom-BOT, as he generally prefers to be called) is a slighty weaker version of the average brick. Most of his tactics involve the use of brute force or his claws, but he is aware of the edge that his tunneling abilities can give him, allowing him to strike from an unforseen direction. The cybernetic weaponry is not something he will often use -it's not part of him, and he's not entirely sure how it works. (GM note - the cyberimplants do not have charges - when Freddie digs, the storage resevoirs automatically refill. If he uses them a lot without digging, well, it could be a pain is the unluck kicks in and he runs out of ammo, wouldn't it?)

 

Appearance: He's short, stocky, covered with short brown fur and has long claws on his fingers. When going out in public, he often wears an overcoat and a wide-brimmed hat.

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Re: The mighty Wom-BOT

 

That's a nice job there, garou, especially the background. I especially liked the way you wove together all the various "origin stories" that had been mentioned in the other thread. :)

 

And since you seem to have a thing for "wombats", there have been a couple of other super-powered wombats posted in this thread. :thumbup:

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