Saturday, March 12, 2016

Making MHR Characters: Eternal Brain (ANOHotMU #4)

The Eternal Brain is an excellent example of the kind of thing that can happen to a Marvel character with a too-long history and too-little care to its continuity.

On paper, he's a classic 40s science action hero - a humble researcher working on prolonging the human consciousness, his daughter is kidnapped by a lesbian on behalf of an Asian stereotype, and in the process he's turned in a brain in a jar. Y'know, as happens.

The character was picked up later, where he's now a tiny, shrunken "homunculus" that gets installed in a series of robots, finally settling on Walkabout, a physically powerful form that enables him to join a wartime era group of heroes named Front Line before dying in battle against an alien threat.

But wait, there's more - recenter events, it was revealed in the pages of a comic where an anthropomorphic duck faces off against an army of zombies that he's actually an Eternal, like Ikaris, Thena and the rest of Kirby's lovely creations, who focused his mighty cosmic energies on developing the power of his brain. And, of course, sacrifices himself by exposing his tasty brains to an invading horde of zombies and getting eaten.

I'm going to pretend that last paragraph didn't happen, because it's really, really dumb. We're going with Eternal Brain just before his final and heroic death.

Eternal Brain
Affiliation
Solo 1d8
Buddy 1d8
Team 1d10


Distinctions
Action Science Hero
Brain in a Jar
Hidden Past


Walkabout
Enhanced Reflexes 1d8
Enhanced Speed 1d8
Flight 1d8
Superhuman Durability 1d10
Superhuman Stamina 1d10
Superhuman Strength 1d10
SFX: Boost - Shutdown your highest rated Walkabout power to step up another Walkabout power by +1. Recover power by activating an opportunity or recover during a Transition Scene.
SFX: Second Wind - Before you make an action including a Walkabout power, you may move your physical stress die to the doom pool and step up the Walkabout power by +1.
Limit: Complex Gear - Shut down Walkabout and gain 1 PP. Take an action against the doom pool to recover.


The Brain
Mind Control 1d8
Psychic Resistance 1d10
Psychic Senses 1d8
Telepathy 1d10
SFX: Area Attack - Add 1d6 and keep an additional effect die for each additional target.
SFX: Burst - Step up or double a The Brain power against a single target. Remove the highest rolling die and add 3 dice for your roll.
Limit: Exhausted - Shutdown a The Brain power to gain 1 pp. Activate an opportunity or recover during a Transition Scene to recover the power.


Specialties
Medical Expert 1d8
Psych Expert 1d8
Science Master 1d10
Tech Master 1d10
Vehicle Expert 1d8

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