Basher Bob

Melee
RV 20
Coordination
RV 6
Brawn
RV 10
Fortitude
RV 20
Intellect
RV 4
Awareness
RV 4
Willpower
RV 10
Lifestyle
RV 4
Repute
RV 0

Health:
Fortune:
56
18

Origin:

Basher Bob is a dwarf, a humanoid entity hailing from an extraplanar realm. While not from Nidavellir himself, Basher Bob's people hail from that universe, and he shares all of their physical characteristics. He's a brain damaged, but otherwise normal representative of their kind.

Known Powers:

Infravision: dwarves have the ability to see in the dark - and quite well, in fact. Even in complete darkness underground, Basher Bob has the rank value 20 ability to pierce the black veil, though he cannot perceive conventional colors while doing so.

Longevity: in addition to their affinity with the earth, dwarves are possessed of exceptional longevity, having a lifespan that is much longer than that of mere humans. Basher Bob possess this power at rank value 2, giving him a 560 year eventual lifespan, as determined by this formula:

normal human lifespan (70) times power rank value cubed (8) = eventual dwarven lifespan (560 years)

Nature Sense / Earth: in tune with any earth around them, dwarves can tell how far below the surface they are, no matter how deep they may be. This extremely limited, rank value 20 ability can usually tell Basher Bob if he is standing on an incline or a flat surface, as well.

Limitations / Enhancements:

Brain Damage: his mind addled through excessive drug use as a youth, Basher Bob has done permanent damage to himself. His memory is shot, and he has a hard time acquiring new skills. Remembering individuals and events from his past is nigh impossible for him.

While particularly noteworthy occurrences do tend to stick in his brain regardless of this, the truth is that Basher Bob constantly lives in the now because his memories simply fade in time. Anything after about a year or so tends to slip from his recall permanently.

Equipment:

Armor: his only clothing really, Basher Bob's armor consists of leather trousers, boots and gloves, complemented with a rusty chain mail shirt and an oversized, rusty horned helm. This almost makeshift armor provides him but rank value 4 protection, +1 RS where it is metallic.

Ball Peen Hammers: these off the shelf hammers have been modified to have extra long handles, thus giving them the reach that Basher Bob prefers. He may wield these weapons against others to inflict his Brawn +1 RS in Bashing damage with each strike.

Cellular Telephone: Basher Bob does not really know how to use this thing. However, his fellow Warriors insist that he carry it, in the event that he's not in the lodge and they need to find him. It ties into local cellular networks with rank value 4 ability (five mile range, ideally).

Dagger: since the local police object to his carrying war hammers, Bob keeps a knife on hand in the event that he needs to perforate someone. His blade can be used to inflict Slashing damage in melee, or to cut through items of up to m.v. 30.

Quirks:

Action Addict: perhaps because he so easily forgets what he's doing and why, Basher Bob seems continually bored and fidgety. He must pass a Willpower ACT at -2 RS when inactive for any serious length of time to avoid becoming more than a little bit antsy.

If something doesn't grab his attention within 1d10 turns, he must then pass an additional Willpower ACT, this time at -4 RS. Failing this ACT will cause Basher Bob to wander off in search of fun and/or adventure, regardless of the consequences to those around him.

Fast Healing: a trait most other Bobs across time have lacked, this may well be the reason he never met an early end. To wit, Basher Bob heals remarkably fast for someone without the regeneration power, doing so as though his Fortitude was +4 RS higher than the above.

Frenzied: hyper-aggressive, Basher Bob is easily goaded into violence - whether it's truly warranted or not. If he perceives a threat to his person, no matter how minimal, Basher Bob must pass a Willpower ACT roll at a -2 RS or respond to it brutally.

In this state, he gains a +1 RS to his Melee - but a -1 RS to his Intellect. Furthermore, Bob will continue fighting until the threat is gone - and possibly for longer. He must pass an additional Willpower ACT, at -4 RS, to stop himself from permanently ending his fallen foes.

Likability: despite all the gratuitous violence and multiple dimensions of his rough edges, Basher Bob is an inexplicably likable fellow - he's remarkably straight-forward, after all. Assuming violence is not in progress, NPCs react to him at one step greater than normal.

Sturdiness 2: another reason Basher Bob probably hasn't gotten himself killed over the years, he can be knocked out easily enough, but he's hard to 'finish off'. He has the ability to calculate his Negative Health score as if his Fortitude was +2 RS higher than is listed above.

If Negative Health is used in your game, that is.

Skills:

Blunt Weapons: while he prefers the hammer by far, Basher Bob lives up to his name with his competency in the use of any blunt weapon, ranging from maces to baseball bats. He does not receive a bonus when wielding such, but doesn't suffer from a penalty, either.

Languages / Dwarven and English: though he prefers his native tongue, Basher Bob has learned the English language as well - which is rather close to another tongue used on his home plane. He can speak both of these languages fluently, but reading and writing escape him.

Martial Arts style B: Basher Bob likes to bash things. If denied the use of a hammer, he'll grab a mace. If denied any blunt weapon, he'll grab a chair. Failing that, he'll resort to his bare hands. And he can punch, kick, elbow, or even bite at a +1 RS to his Melee trait.

Skill / Hammers: though he can use all blunt implements with competence, Basher Bob has trained extensively in the use of hammers. Thus, he should handle such weapons, whether simple carpentry tools or great mauls, as if his Melee trait was +1 RS higher than is listed above.

Spontaneous Weapons: Basher Bob is skilled in the use of many weapons, but most dangerously, he can use almost any object offensively. Perhaps because of his brain damage, he excels in the improvisation of weapons, and can use normal objects aggressively without penalty.

Contacts:

An accidental, extraplanar exile, Basher Bob has few friends on earth. Sure, he's a member of the Warriors of Thor who admire his 'closeness' to the myths they worship, but other than that band of vaguely enlightened thugs he hasn't really made many friends here.

Of course, Bob is on the closest of terms with his brother, Basher Bil. Should the two ever manage to reunite, it's a sure bet that they'd be working together in some capacity. Whether or not this would be to the benefit or detriment of the Warriors remains to be seen.

Costume:

This dwarven warrior doesn't really have a costume - Basher Bob just has one outfit... and a rather worn one at that. It consists of thick leather trousers, a chain mail shirt, leather boots and gloves, and a rusty horned helm too big for his already large head.

Personality:

Basher Bob is more than a little bit unhinged. He can't keep a coherent thought going for more than a few seconds, and has a habit of rambling at people in his native, dwarven tongue instead of English. Oh, and there's all the ultra violence, too - don't forget about that.

He's an inexplicably likable fellow though, despite all of his rough edges. Well, he's rough everywhere, not just on his edges, but Basher Bob has proven to be reliable in a scrap, if not in general. And that's enough for most of his compatriots in the Warriors of Thor.

Real Name: unknown, even by Bob
Occupation: vagrant
Legal Status: citizen of no legal body known of on earth
Marital Status: single
Alias(es), if any: none
Group Affiliation: the Warriors of Thor

Height: 4' 6"
Hair: dirty brown, dyed orange
Eyes: green
Weight: 180 lbs.
Other Distinguishing Characteristics: Basher Bob has dyed all of his hair (facial and otherwise) a shocking variety of orange, and subsequently carved a mohawk out of his enormous mane.

Story:

Few know much of anything about the origins of the mad dwarf called Basher Bob, least of all Basher Bob. He cannot recall very much of his youth, most likely because of excessive experimentation with dwarven pharmaceuticals, and has a hard time remembering much of anything.

Brain addled and generally unable to do much else, Basher Bob devolved into a life of violence. A hired thug who served on 'quests' alongside his brother, Basher Bil, Bob joined one party of adventurers after another. After all, the siblings didn't have any other prospects.

In almost every other known timeline, the two met their fate after recklessly charging an immense dragon - an act that got not only them but all of their cohorts killed as well. But in this timeline, Basher Bob and Basher Bil inexplicably avoided dying that day... though not by much.

Some time after that, Basher Bob was separated from his brother and most of his other, current adventuring partners in crime in a vast network of underground tunnels. Bob was not lost, of course, but had somehow managed to blunder into an extraplanar portal!

Traveling to Nidavellir for the first time ever, Basher Bob experienced the dwarven life as it originally evolved, and saw his fellow dwarves actually leading a productive existence. Hating this more than anything else he'd ever known, Bob attempted to return to his 'normal' life.

While he managed to locate a subterranean portal to elsewhere, it didn't lead back to his brother - much less the plane of existence that spawned him. No, Basher Bob instead returned to the surface by exiting a small cavern that dumped him out at the base of the Adirondack Mountains.

An incoherent, hammer wielding thug in makeshift armor, Basher Bob was immediately mistaken for a Warrior of Thor by local authorities. Calling their lodge to have someone collect the raving, diminutive fellow, the police washed their hands of him... which was probably for the best.

Though quickly confounded by the world he'd found himself in, Basher Bob naturally made himself at home in the Warriors' lodge. They liked having Bob around, since he was a real life dwarf, and he liked the fact that they let him drink as much as he could physically contain.

Of course, the Warriors put Basher Bob to work now and then; he has to earn his keep somehow, and if Bob excels at anything, it is thuggery. The group has many enemies after all, both those who revere other gods and those who have been burned by the Warriors' dealings in the past.

Basher Bob wasn't really religious per se, but he had nothing against Thor or his followers, so this arrangement worked out well for him. Thus, he stays in the group's lodge when not pulling a job for them, either drinking himself senseless or rambling at the Robothorrior!

Legal Hoopajoob:

I offer my Edition 13 work under the Creative Commons Attribution license.

What this means is that if you wish, you may use this Edition 13 material in any way you see fit, whether copying, distributing, or displaying all or part of this text, as long as you credit my work, in either your own derivative texts or products.

If you would like more information about me for attribution, you can contact me via e mail (DashApostrophe@gmail.com).

Extra Goodies:

Basher Bob 4C System: Edition 13 Text File Download

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