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The Big Brain (PL12) - NPC Tier 3

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The Big Brain
Power Level: 12 (186/186PP)
Unspent Power Points: 0
Trade-Offs: None


In Brief: 60'es smartest boy in the world, fallen from grace. Mutated by a bizarre disease, he uses his giant brain and mental abilities as a criminal mastermind.


Alternate Identity: Copernicus Oliver (Secret)
Birthplace: London, United Kingdom

Residence: Secret location, Emerald City
Base of Operations: Emerald City
Occupation: Criminal Mastermind, Head of F.O.E.
Affiliations: The Chamber, F.O.E.
Family: Unknown mother and father, deceased.


Age: 68 (DoB: 1950)
Apparent Age: Difficult to tell, due to atrophied body and giant brain.
Gender: Male
Ethnicity: Caucasian.
Height: 5'6''
Weight: 260 lbs., with at least 90% of body weight coming from his brain
Eyes: Unknown
Hair: None

Copernicus appears as a giant, pink, floating head, with a huge exposed brain, easily the size of the rest of the head. His eyes are yellow, as are his teeth, his face usually contorted into a grimace of anger, with heavy wrinkles making even his face appear brain-like. This is but a projection, created by the Big Brain to participate in the world. In reality, Copernicus Oliver is an atrophied body on a table, attached to a truly gigantic brain. It has been decades since his body was strong enough to life his head, and he appears almost like a corpse, kept alive by an artificial life support system.



In the 1960s, Copernicus Oliver was touted on television quiz shows as “The Smartest Boy in the World”, and amassed a small fortune in winnings and endorsements before his fame waned after he failed to answer a single question correctly during Beatles Day on the show Q and A. His fame faded and he became another footnote in the history of the Golden Age of Television. Embarrassed, Oliver escaped the public eye, buying a sailboat called Friendly and setting out to sail around the world. Desperate to avoid England, Oliver set a course that took him across the Atlantic and then directly down the coast of Africa. Sailing was smooth until the Friendly was suddenly caught up in a storm that wrecked the boat on a rocky shore. Before he could be rescued, Oliver contracted a rare tropical disease that caused his brain to swell, putting him into a coma for three months. 


When Oliver awakened, he found himself at home in a hospital — and smarter than ever! Discovering he was also still in the grips of a fatal disease, Oliver turned his intelligence to finding a cure. Facing failure after six months of fevered research, Oliver instead attempted to accelerate the course of the disease, in hopes that he could unlock more of the power of his brain. Injecting himself with an experimental formula, Oliver screamed as his brain swelled against the confines of his skull. A thousand voices crowded into his mind, and he pushed back with a single command: “QUIET!” As everyone in the hospital paused at the voice they heard in their head, Copernicus Oliver died... and the Big Brain was born. Discovering that he could now speak to and command the minds of others, the Big Brain directed doctors to keep him alive and to remove the top of his skull to allow his brain to grow. Once that was accomplished, he needed a place to stay since the hospital and his old home were of no use to him. In order to build it, he’d need money... much more than he currently had.


The Big Brain searched through the minds of the city until he found a criminal planning a bank robbery. The Big Brain helped him improve his plan in return for some of the proceeds from the robbery — the same deal the Brain would strike with dozens of other criminals as he assembled his new organization: F.O.E.. Initially, the Big Brain needed the money for himself, but over the years he’s come to enjoy the challenge of bringing villains together for missions and the power he has over a small army of super-beings.


F.O.E.’s members assume the giant, disembodied brain that issues them orders is merely a projection disguising their leader’s true nature. Little do they suspect that the Big Brain’s actual appearance isn’t far off: a gigantic brain atop a nearly atrophied human body hidden away in a secret, secured location far away, projecting his will around the world!


Personality & Motivation:

The Big Brain is a thinker and a planner. Almost all other aspects of his personality have been left by the wayside over the years. He cares little for companionship and has little interest in the “animal” concerns of the physical world. He keeps his body alive because without it he will perish. The one thing he enjoys in life is feeling superior, which he prefers to achieve by outsmarting others. He abhors violence and only involves himself in combat when all other avenues have been exhausted. He prefers to let his underlings handle any violent confrontations, while he remains behind the scenes to direct their activities.


Powers & Tactics:

The Big Brain is one of the most—if not the most—powerful telepaths in the world, with the ability to project his consciousness anywhere on Earth, communicate with and mentally control others, inflict debilitating mental attacks, and read minds. However, physically, he’s a paraplegic with a brain so large and deformed his body is incapable of supporting it and his atrophied body has been bedridden for decades. If his body is found and threatened, he may be able to defend it by surrounding it with his mental projection, but if that’s not possible, he is defenseless.


Power Descriptions:

All of the Big Brain's powers are mental in nature. Unable to move on his own, he lives his life by projecting his senses and mind across the world. When the Big Brain projects himself to a given location, he appears as a giant, floating face with a gigantic brain. The powers of his mind is mostly visible in effect only, as he destroys, probes or dominates minds.


Freakishly Large Brain: Though the Big Brain can project his senses, will, and powers around the world, his body is mostly useless and his head is too large to move under his own power.


Motivation - Power: The Big Brain wants power. He wants to prove to the world that he’s the smartest, most influential criminal on the planet.

Abilities: -2 - 4 + 0 + 20 + 4 + 6 = 24PP
Strength: 8 (-1)
Dexterity: 6 (-2)
Constitution: 10 (+0)
Intelligence: 30 (+10)
Wisdom: 14 (+2)
Charisma: 16 (+3)

Combat: 0 + 0 = 0PP
Initiative: +14 (+10 Int, +4 Improved Initiative)
Attack: +0 base
Defense: +0 base

Grapple: -1
Knockback: -0 / -10 for Remote Sensing

Saving Throws: 6 + 0 + 16 = 22PP
Toughness: +0/+20 (For ESP Feedback, ESP +8, Protection +12)
Fortitude: +6 (+0 Con, +6)
Reflex: -2 (-2 Dex, +0)
Will: +18 (+2 Wis, +16)

Skills: 80R = 20PP

Bluff 12 (+15)

Diplomacy 15 (+18)

Intimidation 15 (+18) 

Knowledge [Civics] 8 (+18)

Knowledge [Streetwise] 6 (+16)

Knowledge [Tactics] 9 (+19)

Notice 15 (+17)

Feats: 4PP

Eidetic Memory


Speed of Thought

Ultimate Effort (Will Saves)

Powers: 11 + 51 + 54 = 116PP


All powers have the Psionic/Mental and Mutation descriptors


Mental Prowess 5.5 (11PP Container) [11PP]

Enhanced Feat 1 (Improved Initiative) [1PP]

Quickness 4 (Flaws: Mental Only; x10 normal speed) [2PP] 

Super-Senses 8 (Accurate Acute Radius Detect Psionic (5 ranks), Psionic Awareness (2 ranks), Radius Visual (1 rank)[8PP]


Power of the Mind! 24 (48 PP Array; Feats: Alternate Power 3[51PP]

BPBlast 12 ("Mental Blast"; Extras: Alternate Save [Will], Range 1 [Perception]) {48/48PP}

APMind Control 9 ("Mass Mental Domination"; Extras: Area [Burst], Conscious, Selective{45/48PP} 

APMind Control 12 ("Mental Domination" Extras: Conscious{36/48PP}

APMind Reading 12 ("Mind Probe"; Extras: Sensory Link{24/48PP} 


Telepathic Presence 27 (54PP Container ) [54PP]

Communication 9 ("Big Brain Is Talking"; Extras: Area [Burst], Feats: Selective)  (Mental Communication, Worldwide Range) [19PP] 

Big Brain Is Watching (Linked) [33PP]

ESP 8 (Flaws: Feedback, Feats: Subtle 2) (Auditory, Mental/Psionic, Visual senses, Continental Range) [26PP]

Feature 1 (Projected Image of Giant Brain[1PP]

Protection 12 (Flaws: Limited [only applies to Feedback to ESP][6PP]

Drawbacks: (-0) + (-0) = -0PP


DC Block






Attack bonus



DC14 Tou (staged)



Mind Probe


DC22 Will (staged)

Can read surface thoughts


Mental Blast


DC27 Will (Staged)

Mental Damage


Mental Domination


DC22 Will (staged)

Mind Control


Mass Mental Domination


DC19 Will (staged) / DC19 Reflex Save for DC

Mind Control





Totals: Abilities (24) + Combat (0) + Saving Throws (22) + Skills (20) + Feats (4) + Powers (116) - Drawbacks (0) = 186/186 Power Points

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