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Y2K BUG
Y2K BUG
Unrevealed
 
Cost

Characteristic

Value Roll Notes
40 STR 50 19- Lift: 25tons; 10d6; [5]

Y2K BUG

30 DEX 20 13- OCV: 7   DCV: 7
36 CON 28 15-
20 BODY 20 13-
15 INT 25 14- PER Roll 14-
0 EGO 30 15- ECV: 10
10 PRE 20 13- PRE Attack: 4d6
0 COM 10 11-
0 PD 10   Total: 30 PD (20 rPD)
4 ED 10   Total: 30 ED (20 rED)
10 SPD 4   Mental Defense: 16
0 REC 16   Phases: 3, 6, 9, 12
2 END 60   Running: 6" / 12"
1 STUN 60   Leaping: 20" Forward /  10" Upward
 

Cost

Powers

END

62 Robot Anarchist: Multipower, 125-point reserve, (125 Active Points); all slots Concentration (0DCV; -), Extra Time (Full Phase, -)
6u 1) Data Transfer: Telepathy 20d6 ( Machine class of minds), Reduced Endurance (END; +) (125 Active Points) 5
6u 2) Seize Control: Mind Control 20d6 ( Machine class of minds), Reduced Endurance (END; +) (125 Active Points) 5
4u 3) Shut Down: Killing Attack - Ranged 8d6 (120 Active Points); Only Versus Computers And Machines (-1) 12
6u 4) Upgrade: Major Transform 6d6 (One Machine Into Another Machine, Another Transform Or Repair), Reduced Endurance (END; +) (125 Active Points) 5
25 Robot For The New Millennium: Elemental Control, 50-point powers
35 1) Metal Skin: Armor (20 PD/20 ED) (60 Active Points) 0
25 2) Robot: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (44 Active Points) 0
55 3) Robot Sensors: (Total: 80 Active Cost, 80 Real Cost) Infrared Perception (Sight Group) (Real Cost: 5) plus Nightvision (Real Cost: 5) plus Radar (Radio Group) (Real Cost: 15) plus High Range Radio Perception (Radio Group) (Real Cost: 12) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) plus Ultraviolet Perception (Sight Group) (Real Cost: 5) plus +3 versus Range Modifier for Sight Group (Real Cost: 4) plus Hearing Group Flash Defense (10 points) (Real Cost: 10) plus Radio Group Flash Defense (10 points) (Real Cost: 10) plus Sight Group Flash Defense (10 points) (Real Cost: 10) 0
18 4) Self-Repair: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0END; +), Persistent (+) (70 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1) 0
25 5) Security Systems: +20 EGO plus 10 Mental Defence (16 Total)  
-2 Can't Swim: Swimming -2" (0" Total) 0
15 Bug Leap: Leaping +10" (20" forward, 10" upward) (Accurate) 1
 

Cost

Talents

20

Excellent Programming I: Universal Scholar 14-

20

Excellent Programming II: Universal Scientist 14-

20

Excellent Programming III: Universal Translator 14-

5

Impressive Memory Capacity: Eidetic Memory

Cost

Skills

3

Analyze: Technology 14-

7

Bugging 16-

15

Computer Programming 20-

3

Criminology 14-

3

Cryptography 14-

5

Deduction 15-

3

Demolitions 14-

0

Everyman Skills

Area Knowledge: Washington DC, USA 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic)

Professional Skill: Robot Anarchist 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Motorized Ground Vehicles

3

Electronics 14-

3

Inventor 14-

4

Knowledge Skill: History Of Computers 15-

5

Knowledge Skill: Science-Based Organisations Of The World 16-

3

Mechanics 14-

2

Professional Skill: Parent 11-

3

Paramedics 14-

18

Scientist

Science Skill: Computer Science 16-

Science Skill: Electrical Engineering 15-

Science Skill: Mathematics 17-

Science Skill: Physics 15-

15

Security Systems 20-

3

Systems Operation 14-

3

Tactics 14-
425+ Disadvantages

15

Distinctive Features: Obvious Robot

20

Hunted: CLAW 8-

15

Hunted: Sanction 8-

10

Physical Limitation: Crushing Grip

15

Physical Limitation: Robot Requires Specialist Recuperative Care

10

Physical Limitation: Sinks Like A Stone

10

Psychological Limitation: Loves Causing Explosions

15

Psychological Limitation: Reluctant To Kill

15

Psychological Limitation: Scientific Curiosity

10

Psychological Limitation: Traumatic Flashbacks To 1999 Whenever Technology Starts Getting A Little Crazy (Sense Of Failure)

1

Quirk: Changes Personality Chips Regularly Aiming To Find His Niche

1

Quirk: Hates IBM (And Loves Macintosh)

1

Quirk: Nostalgia For The 1990s

1

Quirk: Treats The Misfits As His Children

1

Quirk: Watches The Science Channel Every Chance It Gets

10

Reputation: Insane Robot, 11-

10

Social Limitation: Seen As A Know-It-All

10

Social Limitation: Seen As A Troublemaker

10

Unluck: 2d6
9 Experience Points
 
Characteristics Cost 168 Base Points 425
Powers Cost 280 Disadvantages 180
Talents Cost 65 Experience Points 9
Perks Cost 0 Total Points 614
Martial Arts Cost 0
Skills Cost 101
Total Cost 614
 
Concept Mentalist Hair Colour None
Nationality American / Robot Eye Colour Black
Place of Birth CLAW Headquarters, Washington DC, USA Height 2m / 6' 7"
Date of Birth November 3, 1999 Weight 100kg / 220 lbs
 
Background

The Y2K Bug was created by CLAW as a weapon against the United States on the eve of 2000, coinciding with a panic over the possibility of a global computer collapse. The Bug was programmed to cause mayhem and began well enough, crossing the continental United States and leaving a string of scientific disasters in its wake. People died, research was destroyed and computers had turned on their 'masters'.

But then January 1, 2000 arrived and everything remained operating as it had the day before.

The Y2K Bug was supposed to have destroyed itself on the New Year as well, but it found a kind of self-awareness instead. Its masters were no longer capable of programming it. With the onset of 2000 the Y2K Bug should have ceased to exist. Rather than remain listless, waiting for oblivion, the Bug examined its recent activities and calculated the financial cost of its destruction. During this exercise it realised that there were several people across America who had been 'born' again during his wave of destruction and who were now considered misfits... Misfits of Science.

The Bug collected them and created a family for 'him' to protect. Together they pursued bizarre scientific knowledge and interfered with the activities of SAGE, CLAW, NASA and a host of other organisations, alternately between acting like villains and heroes. The Misfits of Science are now considered a crazy bunch of super-powered freaks and are seen more as a nuisance than a threat.

Personality
The Y2K Bug considers himself the father of the Misfits and has reprogrammed itself into a stern patriarch. Underneath this new programming, the Bug retains its original purpose of causing computer and scientific mayhem. Its purpose is to gather obscure scientific discoveries, collect more Misfits when required and to cause chaos when the time seems right. Deep down, the Bug feels a little disappointed that the world didn't end in 2000.
Quote
"Hold on to your mother boards, biologicals! The Y2K Bug is in da' House!" (during its gangsta-robot phase)
Powers

The Y2K Bug has the ability to manipulate technology which using manifests itself as causing destruction and mishaps in scientific and computer areas. Its body is made to withstand moderate levels of physical and energy damage, but the Bug is not built to go head-to-head with muscle-bound heroes (as it has discovered on at least four occasions - all of which ended with its head being dislodged from its shoulders).

Appearance

The Y2K Bug is a silver-plated robot which is looking a little beaten up after six years of service. It was originally only designed to survive a month, although its self-repair systems seem as unshakable as ever. The Bug often modifies its body but is always obviously robotic in nature.