Monkeywrench
Strength 7d |
Agility 4d |
Intellect 3d |
Willpower 4x |
Hand Size: Edge: |
3 (17) 1 |
Origin:
Monkeywrench has no powers to speak of, though referring to him as a normal human would be a stretch. A misanthrope with a predilection to destroy everything within his line-of-sight with explosives of his own creation, however, he could almost be considered a high tech villain.
Powers:
(none)
Hindrances / Augmentations:
Phobia / Spiders (optional): some variations on Monkeywrench have an overwhelming fear of spiders. In the face of such creatures, Monkeywrench is reduced to zero in all of his ability scores if he does not immediately flee an area where one or more are present.
Equipment:
Grenades (i): Monkeywrench always has homemade grenades handy, because he always wants to destroy something. He can fling these explosive devices to inflict intensity 10 damage to everything within near missile distance of wherever they detonate.
Harpoon Gun (a): his principal weapon, Monkeywrench can fire a three-pronged harpoon with this device, which inflicts his Agility +5 in damage to its targets. It also has a line attached, so Monkeywrench can (manually) reel in foes weighing up to four hundred pounds.
Motorcycle (i): as do all the Dreadnoks, Monkeywrench utilizes a motorcycle - and sometimes, it actually belongs to him! Regardless of who owns it, Monkeywrench often rides this beast into battle when not using the Dreadnok Cycle. This ride can move with intensity 6 speed.
Sidearm (a): carried on a holster strapped to his right thigh, Monkeywrench can discharge a single round with this weapon to inflict his Agility +4 in damage, or a burst of ammunition to inflict his Agility +5 in damage to someone or something.
Skills:
Boxing (s): you don't intentionally act as odiously as Monkeywrench does without learning how to defend yourself. He may divide his pre-card play action score between two unarmed melee attacks, the second of which he may attempt as a contingent action.
Electronics (a): while Monkeywrench is mostly known for his bomb-making skills, the truth is that he's competent in all manner of electronics manufacture - not just detonators. He may attempt to build, repair, or troubleshoot electronic systems at a reduced difficulty.
Guns (a): though he'd much rather blow his problems up, Monkeywrench has learned how to wield firearms through trial and (much) error. He may wield standard, semi-automatic, or fully automatic rifles or pistols at one difficulty level lower than is normally necessary.
Contacts:
One of the Dreadnoks, Monkeywrench can rely upon that loose band of reprobates for assistance should he need it. Usually, depending on how obnoxious he's been that day. While also associated with Cobra, Monkeywrench's ties to that organization are tenuous, at best.
Calling:
Demolisher: nothing moves Monkeywrench more than the thought of reducing something, or someone, into a pile of smoking parts and pieces. He almost never has to be coaxed into doing just that, and even his own possessions aren't immune to this overwhelming urge!
Costume:
Monkeywrench's original ensemble consists of a pair of patched up, threadbare blue jeans, red bandanas tied below his knees, black leather boots and gloves, a black leather belt, a red vest beneath a grenade bandoiler, and his trademark pair of mirrored sunglasses.
Personality:
Monkeywrench is singularly rude and obnoxious, traits that he actively works at amplifying to ludicrous degrees. Eminently punchable, the only reason anyone keeps him around is the fact that his love for explosions has prompted him to develop such exquisite explosive devices.
Real Name: Bill Winkie
Occupation: bomb-maker
Legal Status: citizen of the United Kingdom with a considerable criminal record, both there and in nations around the world. Deceased in the Devil's Due continuity branch.
Marital Status: single
Alias(es), if any: none
Group Affiliation: the Dreadnoks, Cobra
Height: 6' 1"
Hair: auburn
Eyes: brown
Weight: 205 lbs.
Other Distinguishing Characteristics: Monkeywrench wears his hair long and his beard longer.
Story:
Monkeywrench has always been fascinated with explosions. Since he was a youth, he has experimented with numerous facets of bomb-making, and sold various devices to various terrorists near his North Wales home until, by the time he was sixteen, he was driven out of town.
Eventually drifting to London's East End, Monkeywrench joined a new wave movement, where he developed a level of obnoxious rudeness that was virtually unparalleled in the western world. Further travels brought him to Australia, and ultimately into the Dreadnoks.
Though a boorish lout and completely unpleasant to be around, those biker thugs keep Monkeywrench around because there isn't much that he can't destroy, given the proper motivation. And Monkeywrench doesn't really need much motivation to blow anything up, truth be told.
Left behind by Zartan and his three original Dreadnoks when that villain journeyed to America to work for Cobra, Monkeywrench suddenly found himself stuck with a band of people who didn't like him, and had no fear of letting him know how they really felt - verbally or physically.
Eventually following the others to the States alongside the even more odious Zanzibar, Monkeywrench initiated a reunion with the Dreadnoks by stealing gasoline from their New Jersey headquarters. He and his cohort were quickly caught, and trounced by their fellows for their perfidy.
Zanzibar earned himself and Monkeywrench a reprieve by revelaing to Zarana that he knew of a secret military base in Atlantic City, which was guarded by GI Joe and had a written-off ICBM aimed at Cobra Island! Incensed, she rallied the Dreadnoks to action immediately.
This facility, disguised as a casino, was an off-the-books operation that was actually manned by military operatives who only thought they were Joes. They had grown wise to the deception, however, and got their hands on General Hawk to get to the bottom of the matter.
Just then, the Dreadnoks assaulted it in full force, and (thanks to Buzzer getting backup from the Cobra Consulate) managed to stop the missile's launch, initiated by the rogue general behind the facility's creation. With that, the Dreadnoks returned to their Jersey headquarters.
Some time later, Zarana, Monkeywrench, and Thrasher were placed in charge of a Terror Drome in Sierra Gordo, though due to events out of their control, the world finally realized what those facilities were up to. As such, the local military had decided to get rid of the thing altogether!
Fleeing the scene as they and Destro's Iron Grenadiers blew it to pieces, the Dreadnoks raced to the airport in the Thunder Machine, and hijacked a GI Joe transport to escape. Unfortunately for the Joes, Dreadnoks, and refugees on board, the plane was shot down shortly thereafter.
Surviving the crash, though Thrasher was mangled some in the process, the Dreadnoks accompanied the Joes and their refugee hostages to the port, and managed to get a ride out of the country. This involved a bit more abuse of Thrasher, but Zarana and Monkeywrench didn't mind.
Monkeywrench continued to work for Cobra under the umbrella of the Dreadnoks for years longer, at least until that group was seemingly dismantled by a final GI Joe operation early in 1995. After that, the Dreadnoks went their own way, digging in down in the Florida Everglades.
(Historical Divergence)
Building into a nation-spanning biker gang, the Dreadnoks had their fingers in all manner of pies. This gave Monkeywrench a great position in the greatly expanded organization, being one of its many early members, and most of the new blood considered him something of a bigwig.
The Dreadnoks resumed working with Cobra on occasion, when that group reassembled itself after its initial defeat, though at one point Monkeywrench found himself captured by the Joes, and incarcerated with numerous other Cobra associates in the Coffin.
He rotted there, in that prison above the Arctic Circle, until Tomax waged a daring invasion of the facility to liberate all the Cobras the Commander needed to engage in World War III. Tomax felt Monkeywrench was a loose end, however, and had him executed instead of freeing him.
2006 Variations
Equipment:
Knife (s): though he didn't originally carry one, Monkeywrench now retains a spike-knuckled trench knife for his personal use. He can use this m.s. 12 weapon to cut through items of up to like m.s., or to inflict his Strength +2 in slashing damage during melee combat.
Shotguns (a): Monkeywrench's new, pistol-grip shotguns can fire birdshot to inflict his Agility +4 damage in a sixty degree arc, buckshot to inflict his Agility +5 in damage to adjacent targets, or slugs to inflict his Agility +6 in damage to a single foe.
Costume:
Monkeywrench's second ensemble is comprised of a pair of patched up, threadbare blue jeans, black leather boots, a black leather belt, white arm wraps, a sleeveless brown trench coat, a white tank top wrapped in razor wire, and his trademark pair of mirrored sunglasses.
Extra Goodies:
Cobra directories featuring a version of Monkeywrench:
1986 | 2006 |
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