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Spasma
Strength 13d |
Agility 4d |
Intellect 3x |
Willpower 8x |
Known Powers:
Claws: all five digits on each of Spasma's hands, as well as all three digits on his toes, are armed with small, sharp claws. These allow him to inflict damage per +2 weapons in otherwise unarmed melee; this damage isn't much greater, so much as the type itself is much more deadly in nature.
Corrosion / Corrosive Missile: Spasma has the ability to spray a jet of acidic spittle at anybody standing within firing distance of him. This acid inflicts intensity 11 damage, and can eat through materials of up to like m.s. rather easily; it also helps soften up an opponent for the use of his fangs.
Teeth: just by looking at the guy, you can see that Spasma has a pretty impressive set of teeth on him - they're almost like mandibles, really. These huge implements of pain can be used by Spasma to inflict damage as though they were +3 weapons - pretty scary, eh?
Equipment:
Grenades: stored on a bandoiler while not in use, this trio of explosive devices can detonate to inflict intensity 10 damage to everybody within striking (near missile) distance of where they detonate. This is assuming he doesn't just carry fragmentary grenades; Spasma may have more grenades than is apparent.
Guns: Spasma, while powerful, knows that strength isn't the solution to all problems - sometimes firepower is required. He carries an energy pistol and energy rifle whenever on the job. The pistol can be used to inflict damage per a +4 weapon with each shot (with an IR targeter for a +1 to hit).
The rifle, on the other hand, can be used to fire a +6 blast of energy, which is much deadlier when you get down to it. However, this gun isn't equipped with an IR targeter, so this means Spasma must choose between accuracy and firepower in combat - which is sometimes a hard choice to make...
Space Suit: while he's pretty tough, Spasma isn't able to survive in space all by himself, oh no. He requires this suit whenever going 'outside' to cause trouble, which provides him +5 resistance vs. heat, cold, and pressure variance, as well as several days' worth of breathable air.
It also has a handy face panel 'surprise' feature, that allows Spasma to hit a foe with his acidic spittle even while he's suited up. This works simply by opening up on special, vacuum-treated hinges that only allow air to pass through them while they're open (and not while closed, as normal hinges would).
Hindrances:
Monstrous: it may go without saying, but Spasma is a pretty scary looking guy. While he may look generally humanoid (if butt ugly), Spasma isn't human, and his volatile attitude, great size, and general appearance are enough to cause zero (0) Edge humans to flee from him on sight.
Skills:
Marksmanship: when wielding any advanced projectile weapons, whether they be simple energy cannons, magnetically accelerated rail guns, or any other heretofore unknown projectile energy weapon type, Spasma does so at one difficulty level lower than is otherwise required.
Natural Weaponry: while he's a rather good gunslinger, Spasma knows two things: technology isn't flawless, and most importantly, use what you've got. He's figured out which techniques work and which ones don't over the years, and has thus maximized the use of his various natural weapons.
As such, he can use them at one difficulty level lower than is usually necessary.
Calling:
Demolisher: Spasma fits this calling to a tee, considering he lives to do nothing more than to wreck things - whether they be people, places, or objects. He truly enjoys his work, and would probably do it for free if he didn't have to cover his basic expenses - though incidental mayhem usually is done on his own time.
Costume:
Spasma usually wears his space suit at all times, which is a primarily yellow affair, with brown 'tiger' striping in places, and green shoulder pads, belts, and accessories. It has a big, golden glass dome so Spasma can see in space, and curious finger/toe grips that let him use his claws without wrecking his suit.
Personality:
Spasma's something of a troublemaker, in that he's a blood-thirsty thug who tends to 'alienate' everyone he meets - everyone. He's got a particularly bad mad-on for folks from earth, thanks to some experience with the Joes way back when, and typically flies into a rage upon seeing them.
Real Name: Spasma
Occupation: intergalactic 'stealth' commando
Legal Status: apparent citizen of the Lunartix Empire with no known criminal record (there, at least)
Marital Status: single
Alias(es), if any: none
Group Affiliation: the Manimals
Height: 9'
Hair: none
Eyes: black
Weight: 500 lbs
Other Distinguishing Characteristics: Spasma is an oversized humanoid with bright yellow skin, and a somewhat insectoid face, complete with nasty, pincer-like teeth, pointy ears, and coal black eyes.
Story:
Spasma is something of an unstable guy, a warrior who tends to be rather blood-thirsty. Unlike his fellow Manimals, he's not a shapechanger, so it is something of a mystery as to how he wound up with this odd group of shapechanging, extraplanar, and extraterrestrial beings.
However, he's on somewhat good terms with the other Manimals (as well as they get along, at any rate), and accompanied them on their journey from his universe to our own; in his eyes, this is merely another variant timeline, and even offers him the opportunity to even some old scores.
After a fashion. One score he has yet even out, of course, is one that he racked up right here in our very own timeline - in the vicinity of earth, in fact. You see, the G.I. Joe Star Brigade member Duke messed up an assault he'd launched on a mine, and Spasma hasn't forgotten this - or forgiven him, either.
In fact, Spasma has yet to let go of his grudge with the entire human race, seeing all humans in the same light as his (apparent) arch-nemesis. He even gets all surly whenever in the vicinity of earth, and tends to cause more trouble than usual - often more trouble than even he can handle!
But then, that's what the G.I. Joe Star Brigade is for - dealing with uppity aliens who come to earth to cause a ruckus. As this is what set off Spasma in the first place - interference from the Joes - you can only imagine how irate he gets when these humans show up to get in the way of his plans, again and again...
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