Brainiac Six (Nyarl Dox
of Colu (although he's never actually been there...))
PL 10 (132 pp + 40 pp in 'standard Legion gear')
Abilities: Str 12, Dex 16, Con
14, Int 30, Wis 16, Cha 20
[48 pp]
Attack: Melee +5 Ranged +5 [10 pp]
Defense: +5 [10 pp]
Initiative: +10
Damage: +1 hand to hand, +10 with 'force wedge'
Saves: Toughness +2 / +12 (10 Impervious) with Force Field
active, Fort +2, Ref +3, Will +9 [6 pp]
Skills: Acrobatics 1 (+4), Bluff 1 (+6), Climb 1 (+2),
Computers 4 (+14), Concentration 2 (+5), Craft (mechanical) 1 (+11), Craft
(electronic) 2 (+12), Craft (chemical) 1 (+11), Craft (structural) 1 (+11),
Craft (artistic) 0 (+10), Diplomacy 4 (+9), Disable Device 2 (+12), Disguise 0
(+5), Drive 0 (+3), Escape Artist 0 (+3), Gather Information 2 (+7), Handle
Animal 0 (+5), Intimidate 0 (+5), Investigate 4 (+14), Knowledge (behavioral
sciences) 4 (+14), Knowledge (earth sciences) 1 (+11), Knowledge (life
sciences) 1 (+11), Knowledge (physical sciences) 1 (+11), Knowledge
(technology) 2 (+12), Knowledge (tactics) 1 (+11), Knowledge (current events) 1
(+11), Knowledge (civics) 1 (+11), Knowledge (all others, at default) 0 (+10),
Language (Interlac, Native), Language (Assembly),
Language (Coluan), Medicine 0 (+10), Notice 0 (+3),
Perform (all, at default) 0 (+5), Pilot 1 (+4), Profession (all, at default) 0
(+3), Ride 0 (+3), Search 2 (+12), Sense Motive 4 (+7), Sleight of Hand 0 (+3),
Stealth 8 (+11), Survival 0 (+3), Swim 1 (+2) [14 pp, 56 ranks in skills]
Feats: Assessment, Eidetic Memory, Jack-of-All-Trades,
Master Plan, Inventor, Speed of Thought, Benefit 1 (wealth), Well-Connected,
Improved Throw, Improvised Tools, Precise Shot 1, Equipment 5 (Legacy Legion HQ)
[16 pp]
Powers: Quickness 1 (2x speed), Quickness +4 (50x
speed, Flaw: mental tasks only), Datalink 1
(Power Feat: Machine Control), Concealment 2 (visual, Power Feat:
Subtle (people don't tend to notice him disappearing or appearing from
sight...))
[10 pp]
Devices:
Device 7 - Force Field Harness (hard to lose, Force
Field 10 (Extras: Impervious, Duration (continuous), Flaw: Action (movement),
Power Feats: Selective,
AP: Force Field 10 (Area (burst), Duration
(continuous), Impervious, Flaw: Action (movement), Side-Effect (immobile once
established),
AP: Strike 10 (Extra: Penetrating)
AP: Trip 10 (Extra: Knockback)
AP: Trip 10 (Extras: Area (burst), Knockback, Flaw: Range (touch))
[28 pp, 35 pp worth of powers]
Device 8 - Legion Flight Ring (hard to lose, Flight
5, Communication (radio) 15 (Area 10, Subtle), Comprehend 2 (speak and
understand any spoken language))
[32 pp, 40 pp worth of powers]
Device 2 - Transsuit (hard
to lose, Quick Change, Immunity 9 (life support))
[8 pp, 10 pp worth of powers]
Nyarl Dox was grown in a tank, and then
decanted only to be strapped into teaching machines, that quickly poured
information into his developing mind. As with all Coluan
‘children,’ interwoven into his neural strata are molecular machines allowing
him to directly interface with machinery in close range to himself. Finally
unplugged from his teaching machines, seventeen hours after his ‘birth,’ Nyarl was told of his ‘function,’ to lead these new ‘Legacy
Legionnaires.’
He looked at his ‘father,’ and processed a dozen possible
reactions, finally choosing dispassionate compliance. The fledgeling
Legacy Legionnaires discovered him working at the site of their parent’s former
headquarters, alongside his ‘father,’ Brainiac 5.
Using Coluan resources, they were lowering a new
headquarters into place, and Brainiac 5 curtly
explained to them that the Legion would never die, so long as their children
chose to honor their legacy. They could never replace their parents, but they
could still make them proud. He then departed for Colu,
leaving his ‘son,’ Brainiac Six behind.
Nyarl waited until his ‘father’ broke orbit before discarding his
instructions, and allowing the assembled youth to choose their own leaders,
stating baldly that Brainiac 5 had intended him to
guide and control them from within, and that he had far more important things
to attend to, and frankly didn’t see that the team needed an official ‘leader,’
and suggested that they were all old enough to be able to handle themselves
without someone telling them what to do.
This logic went over well with the fractious teens, and
channeled their distrust towards his absent ‘father,’ whom many already had
feelings of resentment towards (as he had returned, and their parents’ fates
remained unknown).
As a result of his abrupt upbringing, Nyarl,
to the extreme disappointment of his ‘father,’ is ‘wasting his time’ by
studying behavioral sciences and mastering various social skills that his
father never could be bothered with, as well as training his body through an
intensive exercise regimen. His ‘logic’ is that any information that he needs
about technology or mechanical processes he can look up as he needs it, unlike
the ability to deal with people diplomatically, or deliver a precise attack
into a churning melee. His ‘father’ is at least somewhat impressed (but will
never admit it) that he has managed to modify the designs of his trademarked
‘Force Field Belt’ (which he required him to build himself, from the plans
downloaded into his growing mind, as an object lesson) into a somewhat bulkier
harness that can be tuned to project repulsive attacks of unstable force, or
even a finely tuned cutting blade of force. (Brainiac
5 has already pointed out that he would have made the cutting blade able to
function at longer range, the unstable fields of repulsive force far more
stable and effective, and the whole assembly sleeker and less cumbersome, but
there’s no pleasing the man, obviously…)
As a result of his outgoing nature, and hours in the gym,
sparring with his team-mates, Nyarl is actually
fairly popular with his fellow teens, although some still have a knee-jerk
mistrust that he must be ‘up to something.’ Contrary to his father’s wishes, he
isn’t really the mastermind sort, being starved for the sort of emotional
contact that his sterile creation and lack of parenting didn’t provide. He’s
displayed something of his ‘fathers’ stubborn streak, and after a string of
humiliations at the hands of Zen, he refuses to spar with her any longer. He’s
also not fond of Astral, as his attempts to quantify her powers give him a
headache. Every time he thinks he’s got her figured out, she does something
else, something that defies his current theory. He suspects that she’s doing it
intentionally somehow, just to frustrate him…
Nyarl looks very much like his father, but tends to be in better
shape, and dress more casually (in outfits that show off his arms, for
instance), and has brown eyes and brown hair, which he explains as ‘epigenetic
in nature, a fluke of expression and well within normal parameters, even for a
clone.’ This is, of course, a blatant lie, but he really doesn’t see any need
for anyone to know what other genetic material his ‘father’ used in his
creation, considering it a family matter.
[Only
Brainiac Six has 'paid for' the Legacy Legion HQ as
Equipment, and he technically 'owns' it.]
Legacy Legion Headquarters
Size: Gargantuan, Toughness: 20, Features: Combat
Simulator, Communications, Computer, Defense System, Fire Prevention System,
Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space x2,
Pool, Power System, Security System, Workshop, Power - Teleport 10 (Flaw:
Long-Range, Power Feats: Change Direction, Easy, Precise, Progression 3 (1000
lbs mass), Progression 5 (range, anywhere in the same solar system),
Complication: Action (1 minute to activate))