Brainchild Villain

Real Name: Unrevealed.
Occupation: Strategist.
Identity: Brainchild'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: UNCANNY X-MEN #
History: The origins of the man known as Brainchild 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. Unlike the other Mutates, Brainchild is suspected to have been prematurely physically aged to adulthood, given his lack of emotional maturity.

He and the other Savage Land Mutates first clashed with the mutant adventurers known as the X-Men on the latter's first trip to the Savage Land. The Mutates' mysterious "Master" ordered them to attack the visiting X-Men, but they were defeated.

Brainchild has since been seen leading the other Savage Land Mutates in the field in their subsequent clashes with the Avengers and the Brotherhood of Mutants.
Age: 18 (possibly younger).
Height: 5' 8".
Weight: 125 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: None.
Strength Level: Brainchild possesses the normal human strength of a man his apparent age, height, and build who engages in light regular exercise.
Known Superhuman Powers: A sizable portion of Brainchild's brain has been replaced with a highly sophisticated computer, granting him the ability to think at superhuman speeds; however, he is not able to move at superhuman speed. Due to his enhanced brain, he is able to recover from unconsciousness faster than most of his comrades. He is also able to recall every detail of everything he has seen, heard, smelled, or read. His computer brain also grants him enhanced resistance to telepathic abilities.
Other Abilities: Brainchild is a skilled strategist and scientist.
Limitations: Brainchild lacks the emotional maturity of his apparent age, acting and reacting like a spoiled pre-teen child.
Weapons: Brainchild occasionally uses a crossbow; other than that, he tends to use the same weapons one might expect from a Stone Age or Bronze Age warrior: spear, knife, axe, and shield.


295 points

ST: 10 [0] HP: 10 [0] Speed: 5.50 [0]
DX: 10 [0] Will: 12 [-10] Move: 5 [0]
IQ: 14 [80] Per: 13 [-5]  
HT: 12 [20] FP: 12 [0] SM: 0
 
Dmg: 1d-2/1d BL: 20 lbs.  
Dodge: 9 Parry: 8 DR: 0


Languages: English (Native) [6]; Savage Land Speech (Native Spoken/Illiterate) [-3].

Cultural Familiarities: Savage Land (Native) [0].

Advantages: Absolute Direction [5]; Absolute Timing [2]; Born Tactician 3 [30]; Enhanced Time Sense [45]; Gadgeteer [25]; Hard to Kill 3 [6]; High Manual Dexterity 4 [20]; Intuitive Mathematician [5]; Patron (Apocalypse) (Equipment: More than Starting Wealth, +100; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Photographic Memory [10]; Recovery [10]; Resistant to Telepathy (+8) [7]; Single-Minded [5]; Versatile [5].

Disadvantages: Absent-Mindedness [-15]; Bad Temper (9) [-15]; Bully (12) [-10]; Clueless [-10]; Compulsive Rhetoric (9) [-7]; Cowardice (12) [-10]; Duty (to Patron) (12) [-10]; Overconfidence (9) [-7]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Savage Land Mutates) [-5]; Squeamish (6) [-20]; Wealth (Poor) [-15].

Quirks: Allergies [-1]; Broad-Minded [-1]; Distinctive Feature (Slightly Oversized Head) [-1]; Habit (Quotes Sun Tzu) [-1].

Skills: Body Language (A) Per+1 [4] – 14; Chemistry/TL8 (H) IQ+0 [4] – 14; Computer Operation/TL8 (E) IQ+0 [1] – 14; Computer Programming/TL8 (H) IQ+0 [4] – 14; Crossbow (E) DX+1 [2] – 11; Detect Lies (H) Per+1 [8] – 14; Electronics Operation/TL8 (Communications) (A) IQ+0 [2] – 14; Electronics Operation/TL8 (Electronic Warfare) (A) IQ+0 [2] – 14; Electronics Operation/TL8 (Scientific) (A) IQ+0 [2] – 14; Electronics Operation/TL8 (Security) (A) IQ+0 [2] – 14; Electronics Operation/TL8 (Sensors) (A) IQ+0 [2] – 14; Electronics Operation/TL8 (Surveillance) (A) IQ+0 [2] – 14; Engineer/TL8 (Combat) (H) IQ+0 [4] – 14; Engineer/TL8 (Electronics) (H) IQ+0 [4] – 14; Expert Skill (Military Science) (H) IQ+3 [4] – 17*; Intelligence Analysis/TL8 (H) IQ+3 [4] – 17*; Knife (E) DX+1 [2] – 11; Lip Reading (A) Per+1 [4] – 14; Literature (H) IQ+1 [8] – 15; Mathematics/TL8 (Applied) (H) IQ+0 [4] – 14; Observation (A) Per+1 [4] – 14; Physics/TL8 (VH) IQ+0 [8] – 14; Physiology/TL8 (Human) IQ+0 [4] – 14; Poisons/TL8 (H) IQ+0 [4] – 14; Psychology (Experimental) (Human) (H) IQ+0 [4] – 14; Research/TL8 (A) IQ+0 [2] – 14; Shield (E) DX+2 [4] – 12; Spear (A) DX+0 [2] – 10; Speed-Reading (A) IQ+1 [4] – 15; Strategy (Land) (H) IQ+4 [8] – 18*; Survival (Jungle) (A) Per+0 [2] – 13; Tactics (H) IQ+4 [8] – 18; Traps/TL8 (A) IQ+1 [4] – 15*; Weird Science (VH) IQ+0 [8] – 14.

Starting Spending Money: $800 (20% of Starting Wealth).


* Includes +3 from Born Tactician.

Role-Playing Notes:

Brainchild is emotionally immature, often throwing tantrums when things do not go according to his well-laid plans.

DX
TL Weapon Damage Reach Parry Cost Weight ST Notes
Punch 1d-3 cr C 8 10
Kick 1d-2 cr C, 1 n/a 10
Bite 1d-3 cr C n/a 10
CROSSBOW
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Rcl Notes
2 Crossbow 1d+2 imp 4 200/250 6/0.06 1 1(4) $150 7† -6 [1, 2]

Notes:

[1] Rated for ST 10; the ST 7† is for carrying and shooting, not for cocking.

[2] Cost is calculated for a TL8 campaign. Quadruple price to $600 for campaigns set entirely in the Savage Land with its inherent TL0.

Design Notes:

1. Brainchild, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. Unlike the other Mutates, Brainchild has been brought up to TL8 by their mysterious Master. In campaigns set entirely in the Savage Land, give him High TL +8 and raise Wealth to Average, a net increase of 55 points, and permit all of 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.