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W.A.R.S.
Strength 11x |
Agility 13d |
Intellect 8d |
Willpower 12d |
Known Powers:
Cybertronian Physique: like his fellow Autobots, W.A.R.S. is a robotic entity of Cybertronian design and origin. As such, this violent combatant has, by his very nature, the use of a large variety of abilities that reflect this. His very body gives W.A.R.S. these super human powers:
* Body Armor: like most Cybertronians, W.A.R.S. was built (or formed) with a reinforced steel frame, one that offers him +3 resistance to injury. This makes him immune to many basic human attack forms, and moderately resistant to his fellow robots (taking his Strength into consideration).
* Enhanced Senses / Microscopic + Telescopic Vision: all Transformers can alter their visual sensitivity as is necessary, where distance is concerned. Functioning at intensity 2, these powers let them see objects up to a mile distant with ease, and allow them to read items on microfiche.
* Invulnerability to Disease and Toxins: like all robots, W.A.R.S. is highly resistant to diseases and poisons that would kill organic beings. He possesses complete immunity to organic pathogens, and a 'mere' +10 resistance to other, more chemically creative substances.
* Radio Transceiver: as are most all Transformers on earth, W.A.R.S. is equipped with an audio / video transmission system. This communications rig allows him instant contact with any other Autobot on earth, having intensity 10 power (25,000 mile range).
* Size Alteration: most Cybertronians have some degree of control over their size, no matter what form they take. Due to his considerable height in his humanoid mode, W.A.R.S. has this power via technicality; he may very well grow somewhat while transforming, but doesn't appear to do so.
This power is bound in W.A.R.S.'s case by the Growth Only and Permanent limitations, meaning that W.A.R.S. is always 10 foot tall in his humanoid mode. Due to his size, W.A.R.S. possesses this power at intensity 2, and while it's permanent, the requisite Strength and Agility changes are not applied.
This since his foes often vary in size considerably; Predacons and Decepticons aren't all die-cast from the same mold. For simplicity's sake, one could just apply those alterations and call it a day, or he may go for accuracy and vary them based on the size of his current opponent; whichever works for your game.
Headlights: to better emulate earthen vehicles (and since they come in handy in the dark), most automotive Transformers on earth are equipped with a set of convenient headlights. These twin lamps can be used to generate intensity 8 illumination, making driving at night no problem.
Shapeshifting: whenever he desires, W.A.R.S. can transform between his humanoid and a sports car mode, and often does so quickly in battle to maximize the use of his abilities. This power is voice-activated, however ("W.A.R.S., Transform!"). He's pretty fast in his sports car mode, too.
Consider him to be moving as though he had intensity 6 lightning speed in his automotive form.
Spychanger Powers: as a member of the elite Autobot Spychangers squad, W.A.R.S. has acquired access to a series of special abilities that most Autobots - heck, most Transformers, really - lack. These rather handy, versatile abilities include the following super human powers:
* Blending: important to their roles as the Autobot spies, this power augments the Spychangers' disguise abilities considerably, allowing them to disappear into their surroundings with little or no assistance from any props or other accessories, and they can do so with intensity 12 skill.
* Inferno Blast: when acting in concert, the Spychangers have the ability to shape their collective energies. One such use allows them to generate intensity 20 heat, inflicting like energy damage to whatever they drive into / through - this is great against very large foes, or when making their own roads...
* Phasing: an interesting power that the Spychangers have demonstrated here and there is their ability to pass through solid matter as if it wasn't there. They use this ability rarely, suggesting that it requires a lot of power to work. Regardless, this is an intensity 12 power.
* Wall-Crawling: curiously, the Spychangers have the ability to defy gravity. While they cannot fly, per se, they can drive along any surface in their vicinity, regardless of either its horizontal or vertical relation to the local plane of gravity, doing so with intensity 12 skill.
* Water Control / Water Walking: this power allows W.A.R.S. to temporarily solidify the surface of any liquid beneath him, giving him the ability to drive on water with intensity 12 power. This primarily works in his vehicle mode, but if he transforms at high speed, W.A.R.S. can 'skid' on water for some time.
Equipment:
Machine Gun: W.A.R.S. is armed with a heavy-duty machine gun that he's got plenty of ammo for. This gun can be fired semi-auto to inflict damage as would any other +6 weapon, raised to +7 in a ammunition-depleting, full-auto burst. Keep in mind that this weapon is scaled for opponents his own size...
Hindrances:
(none)
Skills:
Espionage: a talent common to all the Spychangers, this skill represents their ability to blend into their surroundings, collect information, and even solve mysteries if they find it necessary. This skill allows them to attempt such actions at one difficulty level lower than is usually necessary.
Marksmanship: while it may go without saying, W.A.R.S. loves blowing things up - and has lots of practice doing so. When wielding any standard, semi-automatic, or fully automatic firearm - or even esoteric weapons like shotguns - he may do so at a reduced difficulty level.
Military: W.A.R.S. is one of the most pro-war Autobots out there, wanting nothing more than to crush the Predacons and their ilk to bits. His combative beliefs and disciplined, warrior nature is demonstrated by this skill, which gives him an understanding of essential martial procedures.
Calling:
Soldier: the veritable opposite of R.E.V., W.A.R.S. thrives on conflict, and actively cheers on any notion of 'taking the fight to the bad guys'. While most Autobots regret their eternal war with the Predacons and the Decepticons, W.A.R.S. is more than happy to wade into a firefight against these villains.
Likeness:
In his vehicle mode, W.A.R.S. resembles a sports car, one that is forged from primarily red metal, a car with yellow and silver trim, silver hubcaps, and blue-tinted windows. In his humanoid form, W.A.R.S. resembles a red and yellow robot built from spare, high performance car parts.
Personality:
A daring Spychanger warrior, W.A.R.S. is covered in rather thick armor, and specializes in body-slam-type attacks (when not blasting away with his hand cannon). One of the rare pro-war Autobots, his violent actions frighten and appall friend and enemy alike. He has a machine gun, which he's forever firing.
Real Name: W.A.R.S. (Wicked Attack Recon Sportscar)
Occupation: warrior, spy
Legal Status: citizen of Cybertron with no known criminal record on earth
Marital Status: inapplicable
Alias(es), if any: none
Group Affiliation: the Spychangers, the Autobots
Height: 10'
Hair: inapplicable
Eyes: silver
Weight: 1.25 tons
Other Distinguishing Characteristics: W.A.R.S. is composed of a strong alien metal that is primarily red in color, with bits of yellow and silver steel in places.
Story:
The exact origin of the Autobot called W.A.R.S. isn't exactly known. You see, it is known that he comes from Cybertron, as does his fellows, but it isn't known if this is the Cybertron of a parallel earth, or the Cybertron of the future; this makes things regarding his background rather complicated.
However, it is known that he and his Autobot allies learned of the evil Megatron's designs for the planet earth, and as such, they hoofed it to beat the vile Predacon to that world. Arriving literally years before the would-be master of the universe, W.A.R.S. and company had plenty of time to prepare.
Blending into human society by taking on the forms of earthen vehicles, the Autobots acted to help humanity in general as they prepared for the Predacon onslaught, at the same time building a powerful, global space bridge network that would allow them to drive anywhere on earth within minutes.
In addition to this, though, a team of Autobots trained relentlessly in order to become an elite intelligence-gathering force for Optimus Prime. This team, led by Prime's own cousin, Hot Shot, is known as the Spychangers, though most of the Autobots didn't even know who they were at first.
After all, they began training together the instant they arrived on earth. This training has paid off, though, as W.A.R.S. and the Spychangers have helped their fellow Autobots turn defeat into victory on numerous occasions when they weren't busy with their intelligence-gathering missions.
In time, all of this training eventually paid off, and thanks to the efforts of the Spychangers (along with the rest of the Autobots), the menace of the Predacons (and the Decepticons, as well) has been eliminated on earth. Taking a short vacation after this arduous battle, W.A.R.S. and company then returned to Cybertron.
Though nothing's keeping them from coming back now and then...
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