WARG Created by Zed-F 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
45 STR 10 35 45 18- HTH Damage 9d6 END [4]
17 DEX 10 21 17 12- OCV 6 DCV 6
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
8 INT 10 -2 8 11- PER Roll 11-
11 EGO 10 2 11 11- ECV: 4
20 PRE 10 10 20 13- PRE Attack: 4d6
0 COM 10 -5 0 9-
25 PD 9 1 25 25 PD (15 rPD)
25 ED 4 6 25 25 ED (15 rED)
4 SPD 2.7 13 4 Phases: 3, 6, 9, 12
15 REC 13 4 15/20
40 END 40 0 40
50 STUN 48 2 50
6" Running 6 0 6"/26"
2" Swimming 2 0 2"
6"/3"" Leaping 9 -3 6" 114 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6"/26" [12"/52" NC]
Swim (2) 2" [4" NC]
H. Leap (9") 6"
V. Leap (5") 3"
EXPERIENCE POINTS
Total earned: 175
Spent: 175
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 525
APPEARANCE
Hair Color:  None
Eye Color:  Green Irises on Red
Height:  6' 1"
Weight:  441 lbs
Description:
WARG is a remarkably ugly specimen. His head and neck are malformed, being little more than a cylindrical stump atop his shoulders, missing a nose, jaw, and obvious ears. Instead, he has a pair of large gill-like apertures at approximately neck-level on either side of his head, which act as combined ears, larynx, and breathing apparatus. His unusual breathing mechanism is quite efficient and provides ample oxygen for his muscles. His hide is rubbery and sort of greenish gray, and his voice (which emerges from his gills) is warbly, muffled, and poorly pronounced.

WARG is quite stocky, has a barrel chest and is strongly muscled in his upper arms and legs, but his lower arms and legs bear further deformations. Warg's lower arms flare out like bell-bottomed pants, ending in large semi-webbed hands with thick and relatively inflexible fingers, which are sufficient for grasping but too large and unwieldly for fine control. His lower legs flare out similarly and terminate in large, flat, oval-shaped sucker-pads for his feet; this doesn't affect his ability to walk, as the "feet" are flexible enough to not need an ankle -- in fact his whole body is flexible enough that he can charge on all fours at a fairly high velocity.

WARG eats by spreading pretty much anything organic over himself and absorbing nutrients through his skin. He is mostly hairless, and what hair he does have is short, patchy, and colourless. His body nearly constantly secretes toxic slime from all of his pores. Aside from being visually disgusting, this slime also strongly smells like a combination of chemical waste and organic compost.

 WARG Created by Zed-F 
DEFENSES
Type Amount Notes
Physical Defense 25 Current BODY:
Res. Phys. Defense 15 (15)
Energy Defense 25 Current END:
Res. Energy Defense 15 (40)
Mental Defense 0 Current STUN:
Power Defense 15 (50)
STUNTS & FIGHTING STYLE
Close with targets and Grab them.
Flee if overwhelmed.
Lure opponents into toxic waste areas.
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+4 with Grab
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 WARG Created by Zed-F 
SUPERPOWERS!
Cost  Power END
Toxic Mutate Physiology
33   1)   Born of Slime:  Life Support (Eating: Character only has to eat once per week; Expanded Breathing (Toxic Sludge); Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Toxic Sludge; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) 0
7   2)   Regenerative Physiology:  Regeneration 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
45   3)   Rubbery Hide:  Armor (15 PD/15 ED) 0
2   4)   Strange Anatomy:  Lack Of Weakness (-2) for Normal Defense 0
2   5)   Strange Anatomy:  Lack Of Weakness (-2) for Resistant Defenses 0
10   6)   Strong Hands & Sucker Feet:  Clinging (normal STR) 0
4   7)   Sturdy:  Knockback Resistance -2" 0
19   8)   Toxic Physiology:  Power Defense (15 points), Hardened (+1/4) (19 Active Points) 0
7   9)   Toxic Physiology:  Damage Resistance (15 Power Def.) 0
8   10)   Toxic Recovery:  +5 REC (10 Active Points); Only When Exposed To Toxic Waste (-1/4)
Toxic Slime Secretion Elemental Control
32 Elemental Control, 64-point powers
22   1)   Slimer Slide:  Running +20" (6"/26" total), Usable As Swimming, Only In Toxic Sludge (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Belly Slide, Throughout use of Constant Power (1/2 DCV; -1/2), Turn Mode (-1/4)
32   2)   Slimy Corrosion:  Drain BODY 1 1/2d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1), Penetrating (x2; +1) (64 Active Points) 0
58   3)   Sludge Spray:  Change Environment 16" radius, +4 Chemical Waste Levels (Concentrated, Strong), Long-Lasting 1 Day, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (149 Active Points); No Range (-1/2), Concentration (1/2 DCV; -1/4), Gradual Effect 5 Minutes, Partial Effect (1 Phase = 2", 1 level; 1 TURN = 4", 2 levels; 1 Minute = 8", 3 levels; 5 Minutes = 16", 4 levels) (-1/4)
Notes: See Living In A Dangerous World -> Chemicals for information on the effects of this ability.
0
30   4)   Spattering Slime I:  Sight Group Flash 4d6 (standard effect: 4 Segments), Damage Shield (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (70 Active Points); Does Not Work Against Desolidified Characters (-1/4) 0
26   5)   Spattering Slime II:  Smell/Taste and Touch Groups Flash 4 1/2d6 (standard effect: 5 Segments), Damage Shield (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (65 Active Points); Does Not Work Against Desolidified Characters (-1/4) 0
54   6)   Toxic Burn:  Killing Attack 1d6 (vs. Flash Defense (Touch)), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Does BODY (+1), Continuous (+1), Attack Versus Limited Defense (Flash Defense (Touch); +1 1/2) (86 Active Points) 0
391 Total Powers Cost

 WARG Created by Zed-F 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
8 +4 with Grab
3 Concealment 11-
3 Stealth 12-
1 Streetwise 8-
4 Survival (Toxic Waste, Urban) 11-
19 Total Skills Cost
PERKS
Cost  Name
1 Reputation: Effective Arsonist / Industrial Saboteur (A medium-sized group) 11-, +1/+1d6
1 Total Perks Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
25 Distinctive Features: Hideous (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Distinctive Features: Toxic Odor (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Distinctive Features: Very Distorted Voice (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Physical Limitation: No Fine Manipulation (Frequently, Greatly Impairing)
15 Psychological Limitation: Driven To Wreak Havoc on Non-Environmentally Safe Corporations (Uncommon, Total)
20 Psychological Limitation: Reclusive, Mistrustful (Very Common, Strong)
15 Reputation: Disgusting and Toxic Supervillain, 11- (Extreme)
15 Susceptibility: Anti-Toxic Solvents 3d6 damage Instant (Uncommon)
5 Vulnerability: 1 1/2 x BODY Water Attacks (Uncommon)
5 Vulnerability: 1 1/2 x STUN Water Attacks (Uncommon)
150 Total Disadvantages Cost

 WARG Created by Zed-F 
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 1" Hair: None
Weight: 441 lbs Eyes: Green Irises on Red
WARG is a remarkably ugly specimen. His head and neck are malformed, being little more than a cylindrical stump atop his shoulders, missing a nose, jaw, and obvious ears. Instead, he has a pair of large gill-like apertures at approximately neck-level on either side of his head, which act as combined ears, larynx, and breathing apparatus. His unusual breathing mechanism is quite efficient and provides ample oxygen for his muscles. His hide is rubbery and sort of greenish gray, and his voice (which emerges from his gills) is warbly, muffled, and poorly pronounced.

WARG is quite stocky, has a barrel chest and is strongly muscled in his upper arms and legs, but his lower arms and legs bear further deformations. Warg's lower arms flare out like bell-bottomed pants, ending in large semi-webbed hands with thick and relatively inflexible fingers, which are sufficient for grasping but too large and unwieldly for fine control. His lower legs flare out similarly and terminate in large, flat, oval-shaped sucker-pads for his feet; this doesn't affect his ability to walk, as the "feet" are flexible enough to not need an ankle -- in fact his whole body is flexible enough that he can charge on all fours at a fairly high velocity.

WARG eats by spreading pretty much anything organic over himself and absorbing nutrients through his skin. He is mostly hairless, and what hair he does have is short, patchy, and colourless. His body nearly constantly secretes toxic slime from all of his pores. Aside from being visually disgusting, this slime also strongly smells like a combination of chemical waste and organic compost.
PERSONALITY & MOTIVATION
Reclusive and mistrustful, WARG has few enemies and fewer friends. WARG knows that life is cheap and doesn't have many compunctions about hurting people, but he's not a killer by inclination. However those involved in industrial dumping get no mercy from him. Of course the irony is his own powers cause more toxic waste, but the point is lost on Gary.
CATCH PHRASE(S)
"YOU DUMP YOU DIE!!!"
POWERS & SPECIAL EFFECTS
WARG works best if he has time to use his Sludge Spray to hose an area down with toxic slime first. To get maximum dispersal takes about 5 Minutes of concentration. If he has less time both the area and the potency are lessened.

WARG is not a very powerful combatant vs other superheroes, and he rarely gets involved in direct conflict with them. However, the unwary superhero will quickly discover that WARG is not defenseless; contact with his skin causes extreme effect vs even most well protected foes. He has four seperate Damage Shields that are all on at the same time, ensuring that contacts with him is likely to be unpleasant. WARG can also belly slide, with the secretions from his skin acting to make a lower friction surface for him to move on; and he can also slip through standing bodies of toxic sludge with ease.

In addition to his toxic slime secretion abilities, WARG's strange physiology makes him very resistant to damage and environmental effects, able to climb things with ease, and to heal quickly. He is also able to breathe in toxic sludge, and recovers more quickly when in a toxic environment.

If WARG is not powerful enough for your campaign, increase the dice of effect in his damage shields, and possibly give him a ranged attack and some levels to go with it. Some extra defense would be good as well; if you want to use him as a solo villain capable of going toe to toe in a straight up fight, consider giving him some Damage Reduction as well. If he is too powerful for your campaign, you probably should not use the character at all as his powers do not downscale effectively.

 WARG Created by Zed-F 
ORIGIN
Gary Lamonde never had much, nor much hope for more. He was born into a poor family which was always struggling to make ends meet, and his parents were often too busy or too tired from working to spend much time with him. He was pretty much allowed to grow wild as a weed; his parents didn't enforce any rules concerning things like school attendance, so his education suffered. Things went from bad to worse; when he was 14 his father died, and since his mother couldn't support them both, she turned him out to fend for himself. The legacy of his misspent youth came back to haunt him, as without a trade or formal education, he found it difficult to get a job, and even when he did get one he could never keep it for long. Even the street gangs found little use for him, as he was reluctant to prey upon those even less fortunate than himself, and his meager abilities as a thief were not enough to justify the burden of providing for him.

Ultimately, Gary wound up as one of society's homeless, what some would call human waste. He lived from day to day on what he could scrounge, beg, or steal, sleeping at night in any place that offered a convenient shelter. Since it seemed to him that society had turned its back on him, he turned his back on society; he rarely took advantage of any of the services for the homeless provided by various local charities, as it seemed to him that coming to rely entirely on handouts from others would be to surrender his last measure of self-respect.

He had been sleeping in an abandoned junkyard / dump with his dog, a stray which he had befriended, when an electrical storm came up. A bolt of lightning struck a pile of barrels near his sleeping area, bursting them and sending fluid splashing over both Gary and his mutt. The electrified contents of the barrels, which turned out to be toxic waste, caused a bizarre metamorphosis to take place. Gary was mutated into a disgusting, hideous creature with a toxic phsyiology that constantly produces and secretes waste. Sadly the dog, his only friend in the world, died a horrible death. Now distorted beyond any semblance of humanity Gary had even more reason to retreat from society, and staked out the junkyard as his home.

A few weeks later he was awakened by the sounds of heavy trucks entering the junkyard. Observing from afar, he saw a group of rough looking men unloading from several large, unmarked trucks, barrels just like the ones that had mutated him. They were responsible for his transformation! Gary felt a terrible anger come over him, and without pausing for reflection he rushed the trucks and assaulted the goons offloading them, shouting "WHY!!!!! WHY!!!!". Unfortunately, lacking a mouth and not having had time or cause to practice speaking it came out more like "WARG!!! WARG!!!!".

He killed most of the goons, his very touch causing their bodies to corrode and their skin to pucker from the toxic secretions that coated Gary's body, but a couple managed to get away in a truck. Gary followed them at a distance, trying to catch up, and managed to see them pull into an industrial park on the outskirts of town after a long, tiring pursuit. The sign said Robinson Industrial Corps, which Gary recognized as a local heavy industry firm. Wasting no time he slimed his way into the compound, which was mostly shut down as it was still night time. He proceeded to learn the lay of the place, finding many labs full of chemicals, and loading docks laden with pallettes of barrels. The more he saw, the greater his anger became.

Meanwhile the two that got away had reported to their foreman that they were attacked by a hideous toxic creature called a "WARG", and he in turn reported it by phone to the executive responsible for their illicit dumping operation, Aaron Dukeman. A few minutes later when Gary, in his tour of the facilities, came upon the foreman and the two rattled goons that fled from his wrath, he attacked and killed all three. He then proceeded to wreak as much damage as he could to the facilities, finally fleeing after wrecking several labs when he heard the sound of sirens.

Over the next several months Gary waged a war of eco-terror against Robinson Industrial, engaging in a drawn out emnity with Aaron Dukemen and his hired henchmen. In the end, the drama drew a good deal of media attention to the company which finally resulted in the EPA shutting down their operations and handing out lawsuits.

But Aaron Dukeman somehow managed to dodge out of the entire affair, and was soon working for another Industrial corporation in New Jersey. Knowing that Dukeman would be up to the same tricks and determined to bring him down Gary followed him there, travelling at night and hiding out in dumps and industrial wastelands found along the way. Three years and two more companies later in Cleveland Gary finally managed to pin Dukeman down and gleefully tossed him into a vat of toxic chemicals, where he died an ignomious and painful death.

In the meantime, quite unintentionally, WARG (as Gary had been referred to by Aaron) had established himself as being skilled at industrial sabotage, and he was approached by a representative of a firm calling itself Enforcers Incorporated with a job offer to wreak a little disaster on a industrial plant in Gary. This was followed by another job in Des Moines, and yet another outside of Atlanta. The work is not steady but it is lucrative, and Gary can find some dump or no mans land to inhabit whereever he goes so by and large it has worked out..
Character created with Hero Designer (version 2006053109)