Monkeywrench

F
Gd 10
A
Ty 6
S
Gd 10
E
Ex 20
R
Ty 6
I
Pr 4
P
Gd 10
Res
Gd 10
Pop
Ty -5

Health:
Karma:
46
20

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.

Known Powers:

(none)

Limitations / Enhancements:

(none)

Equipment:

Grenades: Monkeywrench always has homemade grenades handy, because he always wants to destroy something. He can fling these devices anywhere within his usual range, which explode to inflict Remarkable (30) Edged Attack damage to everything in their detonation area.

Harpoon Gun: his principal weapon, Monkeywrench can fire a three-pronged harpoon with this device, which inflicts Good (10) Edged Attack damage to its targets. It also has a line attached, so Monkeywrench can (manually) reel in foes weighing up to four hundred pounds.

Motorcycle: 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 has the following characteristics:

C
Ex 20
S
Sh X
B
Ex 20
P
Sh 0

Sidearm: carried on a holster strapped to his right thigh, Monkeywrench can discharge a single round with this weapon to inflict Typical (6) Shooting damage, or a burst of ammunition to inflict Good (10) Shooting damage to someone or something.

Quirks:

Phobia / Spiders (optional): some variations on Monkeywrench have an overwhelming fear of spiders. Stopping himself from fleeing in the face of such creatures requires a successful Psyche FEAT roll, at a -2 CS, due to his crushing arachnophobia.

Rudeness: during his early adulthood, Monkeywrench developed his unique, particularly caustic rudeness into an art form. It's such a part of his personality that he must pass a Psyche FEAT roll at a -2 CS to edit himself, should he wish to bother.

Talents:

Electronics: 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 +1 CS to his Reason score.

Guns: 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 as if his Agility was +1 CS higher than is listed above.

Martial Arts type B: you don't intentionally act as odiously as Monkeywrench does without learning how to defend yourself. He may attempt any unarmed melee attack, whether punching, kicking, elbow dropping, knee smashing, or even head butting, at his Fighting score +1 CS.

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.

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: though he didn't originally carry one, Monkeywrench now retains a spike-knuckled trench knife for his personal use. He can use this Remarkable (30) m.s. weapon to cut through items of up to like m.s., or to inflict Edged Attack damage in melee combat.

Shotguns: Monkeywrench's new, pistol-grip shotguns can fire birdshot to inflict Typical (6) Shooting damage in a sixty degree arc, buckshot to inflict Good (10) Shooting damage to adjacent targets, or slugs to inflict Excellent (20) Shooting 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:

Monkeywrench Universal Heroes Text File Download

Cobra directories featuring a version of Monkeywrench:

  1986 2006  

Return to the Dreadnoks main page!

Interested in using Technoholic content in your own project? Please read this beforehand!