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Brain-in-a-Jar & Stretch


teh bunneh

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Re: Brain-in-a-Jar & Stretch

 

I guess a powerless brain-in-a-jar would have lots and lots of points in skills he could never get much use out of, unless his "jar" is pretty sophisticated (and then he's more of a cyborg than what I think of as a "brain-in-a-jar"). Not a concept that gets a lot of play, I'm guessing. All the ones I've thought of or seen were psis or mages. Or unstatted victims.

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Re: Brain-in-a-Jar & Stretch

 

I'm thinking of The Brain from the Teen Titans cartoon. He didn't really do much, just formulated evil plans and had his minions carry them out. I guess I don't really need stats for him, but I figure at some point the PCs might actually make it into his lair and attack him.

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Re: Brain-in-a-Jar & Stretch

 

First, to your direct question, no. I don't have a ready-made writeup for a brain in a jar. But it's a great idea I haven't used yet!

 

Now for rumination. "Jar-head" would have lots of INT, EGO, and any senses you want to wire into it. A large base might fit, with remote-controlled traps, puzzles, cameras / speakers, and "monsters". That might be fun - kind of a DND flavor Champions adventure. Oh, his organization would need several smaller bases too I'd think.

 

The brain would need a primary henchman, with some decent stats. Could be better than PCs or not, but definitely better than mooks. The brain would need lots of henchmen, and could use a lot of contacts.

 

Oh, and a death ray installed in a volcano-lair, and sharks with fricken' lasers on their heads.

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Re: Brain-in-a-Jar & Stretch

 

Psi powers! A Brain-in-a-Jar might have psi powers that the PC's may not even suspect. What a surprise they'll get when they've made they're way into the villains secret base and found the vile Jar, only to have one of them be mind controlled by the Brain to attack his companions.

 

Or it might just start to throw a variety knick nacks and doodads using it's telekinesis (sp?) to annoy the PC's...

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Re: Brain-in-a-Jar & Stretch

 

Here's my version of Stretch Armstrong. Change as necessary.

 

The HD file can be found in the "vault".

 

[b]Stretch Armstrong - ?[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
25    STR     15   25      14-       HTH Damage 5d6  END [2]
23    DEX     39   23      14-       OCV 8 DCV 8
25    CON     30   25      14-
14    BODY    8   14      12-
18    INT     8   18      13-       PER Roll 13-
11    EGO     2   11      11-       ECV: 4
15    PRE     5   15      12-       PRE Attack: 3d6
18    COM     4   18      13-
20    PD      15   20             20 PD (20 rPD)
20    ED      15   20             20 ED (20 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
10    REC     0   10
50    END     0   50
40    STUN    0   40
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
25    LEAP     0   25"                25" forward, 12 1/2" upward

[b]CHA Cost: 158[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Elastic Body Powers, all slots  (Not In Extreme Cold; -1/4) - END=
4     1)  [b][i]Elastic Lungs[/i][/b]: Life Support  (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in Low Pressure/Vacuum) (5 Active Points) - END=0
4     2)  [b][i]Rubber Parachute[/i][/b]: Gliding 5" (5 Active Points) - END=0
8     3)  [b][i]Rubber Chin[/i][/b]: Knockback Resistance -5" (10 Active Points) - END=0
7     4)  [b][i]Rubber Grip[/i][/b]: Clinging (normal STR) (10 Active Points); Concentration (1/2 DCV; -1/4) - END=0
6     5)  [b][i]Maleable Arms & Hands[/i][/b]: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) [Notes: Adds to normal damage from Stretch Fu attacks: Legsweep, Martial Strike and Martial Crush.] - END=1
      - END=
14     [b][i]Elastic Body[/i][/b]: Elemental Control, 36-point powers,  (18 Active Points); all slots  (Not In Extreme Cold; -1/4) - END=
15     1)  [b][i]Elastic Reach[/i][/b]: Stretching 6", Reduced Endurance (1/2 END; +1/4) (37 Active Points) [Notes: Stretching momentum can be used to add +1 DC per 3" of stretching to Stretch Fu attacks: Legsweep and Martial Strike.] - END=1
15     2)  [b][i]Springy Legs[/i][/b]: Leaping +20" (25" forward, 12 1/2" upward) (Accurate, x4 Noncombat), Reduced Endurance (1/2 END; +1/4) (37 Active Points) - END=1
6     3)  [b][i]Rubber Wrap[/i][/b]: (Total: 36 Active Cost, 15 Real Cost) +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points);  (Only For Holding On With Grabs; -1), No Figured Characteristics (-1/2) (Real Cost: 12) [b]plus[/b] Reduced Endurance (1/2 END; +1/4) for up to 25 Active Points of STR (6 Active Points);  (Only For Holding On With Grabs; -1) (Real Cost: 3) [Notes: This can be combined with Martial Grab or Sacrifice Disarm for a total of 65 STR for holding on and makes it easier to do so via Reduced END on his normal 25 STR.] - END=0
12     4)  [b][i]Rubber Resilience 1[/i][/b]: (Total: 37 Active Cost, 27 Real Cost) Hardened (+1/4) for up to 20 Active Points of PD, Costs END Only To Activate (+1/4) (6 Active Points) (Real Cost: 6) [b]plus[/b] Hardened (+1/4) for up to 20 Active Points of ED, Costs END Only To Activate (+1/4) (6 Active Points) (Real Cost: 6) [b]plus[/b] Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 17) - END=4
13     5)  [b][i]Rubber Resilience 2[/i][/b]: Physical Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=4
11     6)  [b][i]Rubber Reflection[/i][/b]: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Costs Endurance (-1/2), Limited Power (Reflection vs. Physical Missles Only; -1/2) [Notes: Reflection does require an additional attack roll.] - END=4
8     7)  [b][i]Maleable Form[/i][/b]: Desolidification  (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) [Notes: Allows movement through the tiniest of opennings.] - END=4

[b]POWERS Cost: 123[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Stretch-Fu
8      1)  +2 HTH Damage Class(es)
4      2)  Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
3      3)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls [Notes: Must be able to lift target with pushed STR to knock target down.]
4      4)  Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
3      5)  Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
4      6)  Crush:  1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab
4      7)  Sacrifice Disarm:  1/2 Phase, +2 OCV, -2 DCV, Disarm, 45 STR to Disarm

[b]MARTIAL ARTS Cost: 30[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
0      Acting 8-
0      AK: Native Country 8-
0      Conversation 8-
0      Language:  English (Idiomatic, native accent; Custom Adder) [Notes: Native Language]
0      Persuasion 8-
0      PS: Player's Choice 8-
0      TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

3      Climbing 14-
3      Concealment 13-
3      Deduction 13-
3      Paramedics 13-
3      Shadowing 13-
3      Sleight Of Hand 14-
3      Stealth 14-
3      Teamwork 14-

6      +2 With Stretch-Fu
10      +1 Overall Skill Level

[b]SKILLS Cost: 40[/b]


[b][u]Cost[/u]   [u]TALENTS[/u][/b]
2      Trackless Stride [Notes: The character can move so stealthily and lightly  that he leaves no tracks upon the ground (not even on sand or snow), and does not  trigger ground-based traps involving pressure.]

[b]TALENTS Cost: 2[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Physical Limitation:  Greatly Reduced Tactile Sense[-2 per] (Frequently, Slightly Impairing)
10     Distinctive Features:  Stretchable Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10     Susceptibility:  Cold Attacks 2d6 damage Instant (Uncommon)
10     Unluck: 2d6
10     Reputation:  Silly Elastic Hero, 11-

[b]DISADVANTAGES Points: 50[/b]

Base Pts: 200
Exp Required: 103
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 353



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Re: Brain-in-a-Jar & Stretch

 

I'm thinking of The Brain from the Teen Titans cartoon. He didn't really do much' date=' just formulated evil plans and had his minions carry them out. I guess I don't really need stats for him, but I figure at some point the PCs might actually make it into his lair and attack him.[/quote']

 

I think he would mainly be a big set of skills and perks. He could be able to remotely control his base and its defensive systems, and possibly the odd vehicle. Most of his combat power would be in minions though.

 

His "jar" might be quite heavily armoured, or have a force field. It might be mobile, and possibly have built in weaponry.

 

It is possible that at some point he might have himself installed in a robot or vehicle body. At that point, he could look a lot like Mechanon. Or a Giant Robot.

 

I would probably wait until his second appearance before I pulled that though. The first time he would just escape rather than shoot it out with the PCs.

 

Another possibility would be for him to eventually have himself installed in a biological body, powered or otherwise. That would allow him to get the drop on the PCs...

 

He would need some degree of Mental Defence, whatever his other stats.

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Re: Brain-in-a-Jar & Stretch

 

I seem to have arrived fashionably late to this party. One thing I might suggest for the Brain-in-a-Jar is remotely-controlled bodies. In the first few adventures, the PCs might think he's a guy in an armored suit or maybe a robot. Only if someone with appropriate sciences examines the deactivated (or disabled) body will it become apparent that the "robot" isn't self-controlled.

 

If the BITJ is of supernatural origin, he might be able to summon "flesh golems" or use dead body parts to build undead minions. If he clones his bodies (or builds them from scratch), he might be able to make copies of specific people and replace them as part of his plan to take over the world!

 

Or perhaps he's just an escaped lab mouse...

 

standard

 

...so don't forget to punch air holes in the lid!

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