Mister Brewer (deceased)
Melee RV 10 |
Coordination RV 20 |
Brawn RV 10 |
Fortitude RV 30 |
Intellect RV 40 |
Awareness RV 10 |
Willpower RV 30 |
Lifestyle RV 40 |
Repute RV 0 |
Health: Fortune: |
70 80 |
Origin:
Ezekiel Brewer is the creator of Technohol, an organic circuity matrix decades ahead of conventional technology on earth. He used his Technohol to create a super soldier program, and dosed himself with the first batch of it... thus altering his entire body on the cellular level!
Known Powers:
Organic Circuitry: Mister Brewer's body is comprised of Technohol, an organic circuitry matrix of his own design. This material has bonded with him on the cellular level, and can thus be used to mechanically alter his body in a wide array of different fashions.
To date, Mister Brewer and his creations have demonstrated the following, technological powers:
* Adaptive (Body) Armor: typically, Brewer's body resembles that of a normal human, aside from its advanced age; he's just as vulnerable to injury as anyone else. However, when he is aware of an incoming threat, Brewer can mold parts of his body into protective barriers.
These barriers act as shields, providing this senior citizen rank value 40 protection from injury - if he can put them in the path of incoming harm in time. This protection breaks down against the various forms of attack as follows:
RV 40 / RV 20 / RV 6 / RV 2 / RV 0
* Computer Link: Brewer can easily tie into computers or computer networks via many methods - even when the target has no external access. This power works at rank value 50, allowing him access to most computerized data, whether encrypted or not.
* Device Generation: this rank value 40 power allows Brewer to manufacture complex electronic or mechanical (or both) items, items which bear a like m.v. and otherwise function at this power rank value (unless they normally work at lesser power).
The items so created by Brewer in this fashion bear a trademark, translucent look. This holds true whether the item is plastic, metallic or even electronic. Any light given off by his created contraptions will glow in a brilliant white hue.
While quite advantageous, this power has a catch: every turn he uses this ability, Brewer loses one Health point. He can bypass this if he can draw upon related matter in his area to concoct his creations, but without such he's somewhat limited in power.
* Regeneration: if not slain outright by an attack, Brewer can usually regenerate from most damage with rank value 30 ability, meaning he recovers three (3) lost Health points per turn, whether or not he's able to rest and recover from his injuries (barring SD damage).
* Shape Change: this highly versatile ability allows Brewer to reshape some - or all - of his body into mechanical and/or electronic implements. This gives him the ability to simulate a wide array of powers, though all are limited to rank value 40 in effectiveness.
Transforming his body into something like an airplane would give him up to rank value 40 air speed for instance, while a plasma gun would be capped off at like SD Energy damage with each blast. Anything greater must be developed as a separate power stunt.
Limitations / Enhancements:
Double Fatigue: Brewer's Technoholic powers are quite draining on his body. His fatigue rank increases at twice the normal rate when using them, though if such rules aren't in play in one's game, simply add normal fatigue rules to Mister Brewer as a limitation.
Dual Mind: unlike most of his Technoholic creations, Mister Brewer's ingrained artificial intellect is not prone to taking over his mind - it's quite docile, in fact. His A.I. won't actually do anything it isn't commanded to, unless Brewer himself is rendered unconscious.
Susceptibility: Mister Brewer is particularly vulnerable to a special solvent designed to destroy Technoholic material. This fluid inflicts rank value 20 AI SD Metabolic damage each turn that Brewer is exposed to the stuff - luckily, it's very, very rare.
Equipment:
Blasters: aided by his passive A.I., Mister Brewer has developed a startling advancement in weapon technology all by himself - something that the company would have loved to get its hands on, despite its focus on biotechnology above all else.
These weapons fire a cloud of charged, energetic particles at Brewer's foes. Holstered on each hip when not in use, Brewer can fire these weapons to inflict rank value 20 Energy damage per deadly blast, with an effective range of four sectors.
Spectacles: Brewer has constructed a pair of spectacles to aid himself while working. This powerful headgear does not actually enhance his conventional vision, which has been repaired by his Technohol, but instead grants him a wide array of sensory abilities.
Operating at rank value 40, Brewer's glasses have access to the Infravision, Radivision, Ultravision, Microscopic Vision, Telescopic Vision, and the Atomic Sense (operating as a visual indicator) powers, letting him observe his Technoholic creations rather intimately.
Quirks:
Natural Talent / Natural Weapons: Brewer has the inherent ability to use the 'natural' weapons springing from his body with competence. He can add a +1 RS to his Melee when wielding such contraptions, whether they're mundane (sword hands) or powered (circular saw limbs).
Skills:
Biology: complementing his chemistry talent, this skill allows Brewer to work with organisms on the cellular level. He should receive a +1 RS to his Intellect score for the purposes of any action related to biological knowledge.
Chemistry 2: his original claim to fame, Brewer was an organic chemist long before he grew obsessed with the idea of Technohol. He's an expert in all manner of chemistry fields, even if he leans on the organic side, and should receive a +2 RS on any related ACT rolls.
Computers: to back up his electronics knowledge, Brewer has studied computer theory extensively. His Intellect score should be considered +1 RS for the purposes of designing, building, and even programming computer systems, whether conventional or organic in nature.
Electronics 2: obsessed with the possibility of electronics, Brewer studied it intently after the invention of the transistor. This manic pursuit of knowledge has given Brewer a +2 RS on any Intellect ACT roll related to building, repairing or designing electronic circuits.
Contacts:
For the longest time, Mister Brewer had no real friends to speak of, being that lone crank on the bleeding edge of what science can wreak. After he was hired by Permutational Industries, Brewer could readily count them as a reliable contact, since he gave them the world.
At least, that's how they see it, what with his developing his Technoholic ideas for them and all. Sure, they were bankrolling the operation but they could see the unmitigated potential the technology held - both for themselves and the earth as a whole!
Costume:
Mister Brewer wears a utilitarian work uniform while on the job. This 'mad scientist' costume includes a white lab coat over a white collared shirt, black trousers, black leather shoes, black rubber gloves, and a pair of round-rimmed glasses seemingly wired into his head.
Personality:
Ezekiel Brewer is something of an obsessive and sociopathic deviant. Brewer had been focused solely on the realization of his Technoholic dreams for so long that, upon finally succeeding, the man developed something of a God complex regarding its testing and use.
Real Name: Ezekiel Brewer
Occupation: mad scientist
Legal Status: citizen of the United States with a minor criminal record
Marital Status: widower
Alias(es), if any: Technohol Zero
Group Affiliation: Permutational Industries, Inc.
Height: 5' 9"
Hair: white, balding
Eyes: white
Weight: 150 lbs
Other Distinguishing Characteristics: Brewer is mostly bald, but the remnants of his hair sticks straight out, giving him a 'finger in the light socket' look at all times. As a result of his self-exposure to Technohol Zero, his eyes are completely white, save for his pupils, and he constantly has a vague smell of lemons and/or limes about his person... as does any devices he creates with his Technohol.
Story:
Ezekiel Brewer started life out as an ordinary scientist, working for peanuts as a pharmaceutical chemist whilst watching the electronic world grow all around him. Back in his day, they didn't have pocket calculators or Internets, as he'll remind you constantly.
The longer he worked at his dissatisfying job, the more Brewer began to dream of doing something more with his life. Something involving the rapidly evolving world of electronics all around him. With the invention of the transistor, Brewer could see the writing on the wall.
This thing was going to change the world!
Brewer began to immediately study up on electronics theory, all the while maintaining his knowledge in biochemistry. Of course, advancements in that field proceeded apace as well, and in time Brewer found himself pondering the notion of combining the two somehow.
Ultimately hitting on the notion of some kind of organic circuit, Brewer tried to develop the idea in his head some, as a sort of thought experiment, but initially failed to get very far with it. Tragedy struck Brewer, you see, when his wife was killed by a drunken driver.
At this point, Brewer withdrew from the human race.
Despondent for a time, he simply plodded along at his job, doing just enough to keep himself employed. He didn't really care however, since the light of his life had been extinguished, and he had nothing to live for. But this idea of organic circuitry kept sneaking into his head.
So, having nothing else to really interest him now, Brewer began to develop the idea in earnest, and after over thirty years he finally hit on what he thought was the ideal expression of it. Brewer had devised the means to create what he would come to call Technohol!
There was the little matter of funding for his idea, however.
Taking a leave of absence from his job, Brewer began to shop around the concept of organic circuitry to various companies, both industrial and pharmaceutical, but nobody would bite. In fact, Brewer received a large amount of ridicule from the establishment during this time.
However, one company was more than a little receptive to what Brewer had to offer. Bio-Logic Industries, as it was called then, was busy making money off of a wide variety of alien cast-offs, but couldn't really patent a lot of its work since it had to keep it secret.
This tied them in to exclusive government contracts, but with this mad notion of Brewer's, this creation of an entirely earth-based technology decades beyond anything anyone else has even conceived, they were hooked. They hired Brewer on the spot!
The entire focus of Bio-Logic Industries changed at that point, and while they continued to sell oddball bits and pieces to the government to keep going, the company put all of its development funds into making Brewer's organic circuitry concept a reality.
With the proper funding at last, Brewer managed to perfect the original incarnation of his organic circuitry a few years back. This material, which he dubbed Technohol, was a sort of soupy mix of electronic goo that could be programmed to be configured in many different ways.
His corporate masters, who had since renamed the company Permutational Industries, were very pleased. They gave Brewer a massive bonus and promised to allow him to use Technohol in any way he saw fit... after the patents on it ran out, of course. But Brewer didn't mind.
The child which had haunted his dreams was finally born!
Once he returned from a short vacation, Brewer was called upon by the executives who funded his creation to produce its first application. Having primarily worked with the government over the years, Permutational wanted to use the Technohol as a sort of super soldier sleeper program.
Their concept was to dose unwitting individuals with Technohol, perhaps disguised as a soft drink of some sort, and upon its activation the Technohol would transform its bearers into living weapons - all of which would be under the control of the company, naturally.
High on life and feeling like a god, Brewer didn't object in the slightest.
To this end, he went to work on the board's directives with aplomb, managing everything except that 'control' part in due time. Before adding the mind control circuitry, Brewer even exposed himself directly to the Technohol's first weaponized formula!
Once that was done, he perfected a complex solvent that would work against life forms enhanced with the soft drink delivered Technohol, one which would destroy any operative that didn't toe the company line. The board was very, very pleased with this idea as well.
Though said idea is what ultimately got Mister Brewer killed.
While perfecting the Technohol's mind control implements on various test subjects, willing and otherwise, Brewer was betrayed by one of his creations. Clarice Soto, otherwise known as XII, was given a tank of this Technohol solvent to deal with another test subject, you see.
And seeing Brewer for the monster he was becoming, instead used it on him when the opportunity arose. She then went on with that test subject, Sam Xerxes Robbins, to destroy a large portion of Brewer's work and Permutational Industries itself!
Despite their best efforts however, the company's Technohol program continues to this very day...
Legal Hoopajoob:
I offer my Edition 13 work under the Creative Commons Attribution license.
What this means is that if you wish, you may use this Edition 13 material in any way you see fit, whether copying, distributing, or displaying all or part of this text, as long as you credit my work, in either your own derivative texts or products.
If you would like more information about me for attribution, you can contact me via e mail (DashApostrophe@gmail.com).
Extra Goodies:
Return to the Permutational Industries main page!
Interested in using Technoholic content in your own project? Please read this beforehand!