Fixit
From Axalon RPG
Contents |
Summary
Created by Psyckogod, played by Riboflavin
- Name: Fixit
- Aliases: Patient #66983-B, Big Scary Guy
- Faction: Decepticons
- Serial Number: DCPT-234-8189
- Status: Functional
- Sub-Group: None
- Affiliation: The Pitt
- Function: Enforcer, Bodyguard
- Rank: Second in Command
- Alt. Mode: Armored Personnel Carrier (APC)
- Type: Basic
- Gender: Male
- Age: 145 stellar cycles as of 2005, something like 250 as of the Axalon Underground RPG
- Height: 25ft.
- Size: G1
- Theme Song: "Demon Speeding" by Rob Zombie
Noted Quotes
"AAAAARRRRRRRGGGGGHHHH!!!!"
"My brain hurts. That makes me MAD..."
"Damn...doorknob won't turn. Ah, screw it. *CRASH* "
Physical Description
Robot Mode
Fixit is a big, scary Bot. He’s very bulky and muscular, and colored brown and olive drab with black portions. When transforming, his APC wheels end up on his shoulders and the sides of his feet, and the antitank turret is fixed over his right shoulder while the bulk of the APC chassis is taken up with his torso. Fixit has a broad chest, huge arms and hands, tree trunk-like legs and big feet. His arms have scratched, scuffed brown gauntlets, and he wears an equipment belt around his waist. A wide yellow tube can be seen protruding from the middle of his back, in between the folded wings. Fixit has stubby fingers on big hands, and only four fingers each. He wears pod-like boots that start at the knee and flow out to terminate just above his feet. His feet are large and wide with treaded soles and rounded ends. Fixit’s head is bulky and round, with a big chin that slightly overlaps his upper lip, a pug nose, and elliptical gray optics with an extremely intense stare. Fixit has gland problems, and can always seen to be slightly out of breath with his body heaving. He speaks in a hissing, breathy voice, and his optics turn red and he grits his teeth at certain points in speech.
Alt. Mode
An Armored Personnel Carrier (APC). This is a thick, squared-off, massive armored vehicle with large treaded wheels, machine gun ports, and an antitank cannon turret on the roof. It is colored olive drab and brown, and pockmarked and scratched all over. It has a pointed front with small viewing ports and a roll-up hatch on the right side. The APC is slow, but extremely tough, and can withstand bomb blasts on its durable hide.
Stats
- Strength: 10
- Skill: 8
- Aim: 4
- Discipline: 10
- Stamina: 8
- Speed: 4
- Intelligence: 5
- Firepower: 10
- Luck: 4
Total: 63
Skills
- Endurance
- Gunnery
- Autofire Weapons
- Demolitions
- Explosives
- Heavy Weapons
- Melee Weapons: Axes
- Tactics
Abilities/Traits
- RAGE!!! - This is the term for Fixit on an apocalyptic adrenaline rush. He’s always on a rush, but this is serious stuff. RAGE breaks loose when Fixit becomes exceptionally angry or psyched out, and his optics start flashing red. He suddenly screams and breaks out into a path of destruction that is dangerous to both friends and enemies. He has been observed to have nominally higher strength, speed, and stamina while feeling the RAGE. He will destroy anything in his path, and only people who've formed some kind of emotional bond with him can manage to calm him down, with some doing. Otherwise, Fixit will devastate for however long it takes him to calm down, and then he is known to be noticeably more docile and levelheaded afterwards, complete with a desire to raid the fridge and/or smoke.
- Hard Head- Fixit's skull is one of the hardest, most durable substances in existence. Make of this information what you will.
Weapons
- Battle Axe- This is a large heavy axe that Fixit vivisections the enemy with. It consists of a huge two-edged blade, and a thick stubby handle. The axe blade widens outward at both edges, and bulges out in the center. The blade is pockmarked and battered, and a dark gray. It is about two feet high and three feet wide. The handle has a diameter of six inches, and is about a foot and a half long. The axe weighs some forty pounds or so, but Fixit can easily heft and swing it. The axe’s weight plus the velocity with which Fixit swings it makes for some serious momentum, and a slow enemy can be easily crushed by the axe’s weight if not sliced in half by its edge, which Fixit keeps razor-sharp. When not in use, the axe is stored on Fixit’s back.
- Dual Nailguns- This is a pair of large pump-action nailguns with armor-piercing twelve-inch nails. The guns themselves look like assault carbines with large cylinders where the nails are stored and multiple rotating barrels. They have long barrels, grips that protrude from the underside vertically, and are colored black with brown sections. The nailguns are about four feet long each (keep in mind their size complements Fixit’s). Their ammo cylinders hold up to 100 nails, and Fixit keeps an additional supply in ammo stores on his body. The nails puncture strong armor, and have a maximum range of 200 feet with a loud firing rate of 2 nails a second. When not in use, the nailguns are stored over Fixit’s back.
- Pipe Bombs- This is a supply of remote-detonated pipe explosives. The pipe bombs are metallic gray cylinders with caps on one end. They are about a foot long each. They are filled with unarmed plastique and have a remote-controlled trigger on the caps’ undersides. The detonator is a small, handheld black grip with a red thumb trigger. To use them, Fixit tosses the pipe bomb and then simply hits the detonator button to blow the bombs. The bombs have a blast radius of 20 feet, and Fixit can detonate them from up to 100 feet away. He can only remote detonate one bomb at a time, although he can throw multiple bombs together in a pile and then detonate the most recently tossed bomb to start a chain reaction. He keeps a supply of these pipe bombs in pouches on his belt, where he keeps the detonator as well.
- Warhead Cannon- This is a humongous cannon that fires mini-nukes (in name but not in effect). It is latched to Fixit’s back with magnetic grips, but he can also remove it and use it like a rocket launcher. The cannon is twelve- yes, TWELVE feet long, about half Fixit’s height. It has a diameter of three feet. The cannon is colored a muted yellow, with hazard strips and warning symbols plastered all over it. There is a chamber compartment near its back and a pump trigger on the underside. Basically, it’s a huge tube that’s open on one end. It fires large warheads termed “mini-nukes”, although they don’t have the effect the name implies. The mini-nukes resemble bomb warheads, with blunt, rounded cylindrical bodies and circular rings in the back. The mini-nukes are an industrial gray with a yellow nuke symbol plastered to the sides. The mini-nukes are three feet long and weigh 100 lbs, and Fixit can only load one at a time into the cannon. He then props the cannon over his shoulder, pulls back the pump, and then jerks it to fire the cannon. The cannon has incredible recoil, and always sends Fixit stumbling back a few feet after firing it- and he gets off easy. The mini-nuke will blaze toward its target and promptly demolish it. The warheads have a blast radius of 100 feet and a range of twice that, and have the power to level small buildings. They can pretty much destroy a single Bot, but Fixit rarely feels the need to employ the cannon against single enemies- though it has a really cool scattering/flying effect on groups of enemies. The warheads double for Fixit’s Vehicle Mode bomb payload, and are stored in extra-protected wide pouches. When not in use, the warhead cannon is latched to Fixit’s back.
Vehicle Mode Only
- Machine Gun Ports- These are portholes in the front of the APC that hold medium-range rapid-fire machine guns. They consist of long black ventilated barrels with chambers in the APC. The guns slide out from compartments under the windshield and fire at a rate of 200 rounds a minute. They tend to overheat quickly, but can chew up pavement and Bot alike to a devastating degree with protracted shooting.
- Antitank Cannon- This is a large turret atop the APC on the right side. It has a large barrel and square, swiveling mount, and is set into the APC roof. It fires large missile rounds capable of demolishing a medium-armor tank, and destroying small buildings and Bots. It can turn anywhere in a 180-degree field of view in front of the APC, and can elevate up to aim at targets behind the APC as well.
Equipment/Items
None
Personality
Fixit is INTENSE. He is on a constant adrenaline rush, which occasionally reaches an overload point that is described later on. Fixit is definitely scary, which masks a hidden simple, peaceful side that occasionally manifests under rare circumstances. Fixit has a hideous temper, which manifests itself in his everyday life- one can find a trail of broken things after a pissed-off Fixit, and he talks like he is about to blow. Fixit speaks in broken, grunting sentences, and he constantly emphasizes certain words or ideas by yelling them, during which he can be seen to tense up and his optics flash red. Fixit always appears to be out of breath, in that he is always panting and slightly shaking- this is normal for him. Fixit loves to fight, and eat, in that order. He employs powerful weapons that are capable of doing as much damage to his teammates as his enemies; he never shows any caution or concern on the battlefield. Fixit is proven to be mentally and emotionally unstable, and can be as much of a liability as a help, but Vicious doesn't dare tell him to get lost, nor does anyone else. No one knows exactly why Fixit follows Vic and his crew around- he just does. Fixit is plagued by an inability to just rest and simmer down, and in fact is somewhat deprived of sleep. He can’t just stand, he has to pace, and he can’t retreat from a battle, he has to stay and destroy them all. When not fighting, Fixit likes cartoons and a beaten, torn stuffed animal named George that he sleeps with, with no one's knowledge. Fixit has a love of battling Autobots, and has notches on his shell for every dozen Autobots he’s destroyed. At last count, there are about twenty to twenty-five notches. Fixit is a scary, scary man.
History
Prior to Autobot-Decepticon RPG
Fixit's early life and how he got to be so screwed up are both mysteries. He was last found in a junkyard the night after some heavy temporal flux readings were indicated in that area, and attacked the people who tried to revive him. He escaped into the cities, and began randomly attacking anyone he found for no apparent reason. He's done the most damage to Autobots, however, and the Decepticon leaders put a bounty on his head just to secure him so they could have him decisively on their side. Numerous bounty hunters tried and failed to bring in the infamous Fixit alive, until an unknown Autobot calling himself Argon managed to incapacitate Fixit with an EMP pulse and anonoymously bring him to a Decepticon dungeon for a large amount of credits. There, torn over what to do with the massive, unconscious Fixit, the Decepticons summoned their superiors to convince him to work for them. They pumped him full of tranquilizers, then when he woke up, happy and pacifistic, they convinced him to aid him in their cause.
Fixit was employed as a feared enforcer and infantryman for the Decepticon loyalists, and has pulled off many successful missions despite his noted instability and anger problems. However, secretly, Fixit was growing very, very tired of the protocol and stiffness of the Decepticons- he just wants to pound Autobots into shrapnel. Just recently, he was on leave when he got a communique that Decepticon renegades were causing trouble in Tokyo. Fixit was sent to the scene of the disturbance with orders to capture Vicious and bring him in alive. Vicious convinced him to join him, and Fixit has been a soldier for the Cons since.
In Autobot-Decepticon RPG
Fixit's firepower and loyalty gradually earned him a place as Vicious's go-to guy. Vicious's insurrection against the Decepticon status quo culminated in his taking over Decepticon operations on planet Earth. Given the Decepticons' planetary dominance at the time, this was only a small step from conquering the planet itself. But first, he had to face the ire of the Decepticon bigwigs. The strike was quick and powerful. Vicious was assasinated as his flagship was in battle, however he was somehow able to transfer his mind into Fixit's sub-par processor. Fixit-Vicious was powerful and cunning, combining a good measure of Vicious's strategic mind with Fixit's explosive temper. Impressive though he was, he alone could not overcome the primary Decepticon battlefleet plus Autobot saboteurs on his ship. As the RPG was retired, we last saw Fixit coming to after his ship went down and broke up in the Arctic. Vicious's insurrection was presumably in tatters.
From then until Axalon Underground RPG
Fixit-Vicious managed to evade capture by either Autobots or Decepticons, get Vicious rebuilt, and seperate their minds once more. In hindsight, with just some processor upgrades and neural architecture modifications to be able to handle two sparks, Fixit-Vicious might have had what it took to really take and hold on to the top levels of Decepticon leadership. But, at the time, Vicious wanted out.
Fixit has retained an element of Vicious's intellect, somewhere under all that rage, and he has been Vicious's top lieutenant ever since. Vicious regained his own command shortly after the ascension of Galvatron, but his unit did little to distinguish itself in the history books for the remainder of the war. Between Autobots, Quintessons, Unicron and Galvatron's insanity, Vicious saw that the Decepticons were in an irrecoverable downward spiral, and his unit focused mostly on survival, keeping spoils, and laying the groundwork for a long insurgency.
Vicious, now known as Judicious, has seen fit to go with the wind for the time being, and delay rebellion for a more opportune moment. He is now the biggest property owner in the Predacon district of Core Dump in Axalon City, as well as a black market dealer. He focuses his activities in a night club and secure compound known as The Pitt. Fixit is his head enforcer, commanding a crew of Decepticon and Predacon thugs and forging a few underworld contacts of his own.
