Real Name: Unrevealed.
Occupation: Warrior.
Identity: Worm's existence is unknown to the general public.
Legal Status: None.
Other Aliases: None.
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
First Post-Reboot Appearance: AVENGERS #
History: The origins of the creature known as Worm are currently a mystery. He was apparently born in the Savage Land, a hidden "lost world" in Antarctica, and was mutated to his current form in some as-yet unexplained manner.
Worm first appeared alongside the other Savage Land Mutates in their clash with the Avengers. He has since been seen with the other Mutates in their subsequent clash with the Brotherhood of Mutants. He also apparently left the Mutates for a time or was assigned by his mysterious benefactor to serve the sorceress Zaladane in her own attempt to conquer the Savage Land. This service put him in conflict with the adventurers Ka-Zar and Shanna the She-Devil.
Age: Indeterminate.
Height: 5' 6" (waist up).
Length: 9' 4".
Weight: 740 lbs.
Eyes: Yellow.
Hair: None.
Skin: Gray.
Other Distinguishing Features: Worm's lower body has been transformed to resemble that of a worm or snake. His hands are covered with pores that resemble suction cups. He may or may not have ears.
Uniform: None, tends to wear tattered hooded tunics.
Strength Level: Worm possesses the normal human strength of a man his apparent age, height (but not length or mass), and build who engages in little regular exercise.
Known Superhuman Powers: Worm secretes a liquid toxin from his hands that permit him to control the minds and actions of anyone he touches. When this liquid comes in contact with the flesh of the victim, it bonds itself to the victim's nervous system. The liquid will pass through typical clothing, though armor and heavy clothing will block it. Worm then gains control of the victim's thoughts as well as his or her physical movements, and can command the victim to do anything he desires; the victim will even commit suicide under Worm's control.
Worm's control over his victims can last indefinitely, unless the victim is exceptionally strong-willed.
110 points
Attributes: ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs.; HP 18 (Size, -10%) [17]; Will 14 [15]; Per 12 [5]; FP 11 [0]; Basic Speed 5.25 [0]; Basic Move 3 [-10]; Dodge 8.
Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land (Native) [0].
Advantages: Double-Jointed [15]; High Pain Threshold [10]; Mind Control (Cosmic: Victim Does Not Get a Second Resistance Roll to Prevent Harming Himself, +50%; Independent, +70%; Melee Attack: Reach C, -30%; Onset (Delay: 1 minute), -10%; Puppet, -40%; Super, -10%) [65]; Patron (Apocalypse) (Equipment: More than Starting Wealth, +100%; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Resistant to Disease (+8) [5]; Resistant to Poisons/Toxins (+3) [5]; Subsonic Hearing [5].
Disadvantages: Appearance (Unattractive) [-4]; Bully (9) [-15]; Low TL -8 [-40]; No Legs (Slithers) [0]; Short Arms (2 Arms) [-10]; Social Stigma (Freak) [-10]; Wealth (Poor) [-15].
Quirks: Scruffy-Looking [-1]; Uncongenial [-1].
Skills: Area Knowledge (Savage Land) (E) IQ+1 [2] – 12; Artist (Sculpting) (H) IQ-1 [2] – 10; Brainwashing/TL0 (H) IQ+0 [4] – 11; Carpentry (E) IQ+0 [1] – 11; Mind Control (H) Will+2 [12] – 16; Stealth (A) DX+0 [2] – 10; Survival (Jungle) (A) Per+0 [2] – 12.
Starting Spending Money: $800 (20% of Starting Wealth).
Worm is petty, vindictive, and mean. He sees everyone, except his fellow Mutates, as people to be used. He delights in taking control of someone then forcing them to do stuff they normally wouldn't, like walking off a cliff.
1. Worm, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).
2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.