Identity: Marcus Anthony Good
Other Aliases: None
Weight: 145 lbs.
Place of Birth: New York City, NY
Known Relatives: Doreen (mother), Melinda (sister)
Group Affiliations: None
Status: Incarcerated at the U.S. Penitentiary Administrative Maximum Facility at Florence, Colorado.
Marcus Good is an African-American male in his early forties. His most distinguishing feature is his overdeveloped cranium, which grew to three times its previous size after his paranormal abilities manifested. Also of note is the faint purple glow around his eyes whenever he uses his mental powers. As Brainteaser, Good wears a white turtleneck, white pants and purple boots and gloves.
Marcus Good was an ambitious young man growing up in a disadvantaged Brooklyn neighborhood. While he was a gifted student, Good’s grades suffered due to the hours he spent working part-time jobs to help support his family. He despaired at his chances of going to college and securing a better future for himself and his loved ones.
Good’s paranormal abilities manifested while he was taking a standardized test for college admission. The strain of the examination and fear of failure overcame him. He became wracked with migraines and had to be sent home, where he fell into a fevered sleep that lasted almost 24 hours. When Good awoke, his mind was flooded with strange images and whispered conversations. He picked up an algebra textbook in an attempt to blot out the unwanted thoughts through concentration, and was delighted to discover that the formulae that had always vexed him was now astonishingly easy to grasp. Good quickly realized that he had acquired an enhanced intellect and psionic powers. On the downside, his hair had fallen out and his head had literally swollen to several times its normal size, but such mild disfigurement was a small price to pay for true genius.
Good began practicing with his new powers and soon mastered a variety of mental abilities. During this time he considered a career as a superhero, but his mother became hospitalized and Good needed quick cash to pay her medical bills. He used his mind control to commit a string of robberies by proxy, forcing his victims to bring him the loot and then forget everything that had transpired. Within a short time, Good had amassed a small fortune.
However, he had also attracted unwanted attention. Good’s plan was to stay in the shadows and avoid discovery by the authorities, for he was terrified by what the government might do to a telepath. He was therefore beside himself with worry when NEST picked up his trail. Worse still, his crimes sparked the interest of the Mechanician, who had no trouble tracking down the psionic paranormal.
At the time, the Mechanician was performing her “experiments” on the young heroes known as the Sentries and wished to see how they would fare against a psychic opponent. She coerced Good into pulling a series of large-scale crimes in Chicago and bring about such a confrontation. He only agreed after the older paranormal promised to free him from custody should he be apprehended. Good was duly defeated and handed over to the police. True to her word, the Mechanician secured his release.
However, Good was now a wanted criminal and could not return to his former life. He reasoned that the more public a figure he became, the harder it would be for the government to make him disappear. He therefore embraced his new existence as a super-villain and adopted the sobriquet of “Brainteaser”. Good continued to work with the Mechanician on occasion and also hired out his services to Anteus and various criminal organizations. Whomever he worked with, Brainteaser always took care to avoid brutality and bloodshed. He wanted to be seen as the kind of stylish villain that appeared in old comic books and spy movies, a bad guy the public could thrill to rather than fear.
Brainteaser was finally brought to justice by the Baffler. To his horror, Good was remanded to the SuperMax prison in Florence, Colorado, where he earnestly believed he would end up on a vivisectionist’s table. Brainteaser made several attempts to escape before securing a promise from MasterBlast that the Sentries would do everything in their power to keep Good from falling into the clutches of government “black agencies”. Good relented and became a model prisoner. He remains incarcerated today, pending parole.
|POWERS & ABILITIES|
Marcus Good possesses genius-level intellect and an incredible array of mental powers, including telepathy, mind control, and the ability to generate convincing psionic illusions. He is a polymath fluent in many languages, and there is no field of knowledge that he does not have some expertise with. Brainteaser is one of the few paranormals with enhanced intelligence that has not displayed gizmoteering ability.
|PERSONALITY & TACTICS|
Marcus Good is soft-spoken, polite, and introspective. He remains aloof and distracted even while being confronted by superheroes. This attitude can lead some opponents to underestimate him to their regret. Though it is difficult to break through his reserve, Good wields an acid tongue when angered.
While he is currently reformed, Good’s criminal career was motivated by his desire to support his family and a change in their fortune could spur him back to a life of crime. Good is still paranoid about being dissected or enslaved by the government; despite his intelligence, it would not be terribly difficult to persuade him of an imminent threat along those lines. Under those conditions, he could be convinced to join a criminal band for mutual protection.
Brainteaser has stuck with his “crime by proxy” M.O. over the years. It helps keep him out of harm’s way and as long as he stays on the move it can be very difficult for authorities to track him down. He is weak sauce in a stand-up fight, which is why you will almost never see him engage in one. Good prefers to mind control his opponents and have them attack each other, and will use his Concealment and Mind Shield to get the drop on victims. If cornered, Brainteaser will rely on his mental blast and Shield to stay up long enough to pull a fast getaway.
PL: 11 (150 pp)
|ABILITIES:||STR: 10 (+0)||DEX: 16 (+3)||CON: 16 (+3)||INT: 24 (+7)||WIS: 24 (+7)||CHA: 16 (+3)|
SKILLS: Bluff 7 (+10), Computers 4 (+11), Concentration 5 (+12), Intimidate 5 (+8), Know: Current Event 5 (+12), Know: Streetwise 5 (+12), Notice 5 (+12), Search 3 (+10), Sense Motive 5 (+12)
FEATS: Distract (Bluff), Eidetic Memory, Jack of All Trades, Master Plan, Speed of Thought, Taunt
- Comprehend 2 (Languages)
- Concealment 6 (Ignore Me, Visual & Auditory, Phantasm)
- Mind Shield 8
- Shield 8 (I Saw That Coming)
- Telepathy 11
- AP: Illusions 7 (All senses, Phantasm)
- AP: Mental Blast 5
- AP: Mind Control 11
- AP: Stun 5 (Alternate Save – Will, Perception Range)
COMBAT: Attack +4, Grapple +4, Damage +5 (Mental Blast), Defense +11 (+19 w/Shield), Knockback -1, Initiative +7
SAVES: Toughness 3, Fortitude 3, Reflex 5, Will 10
Abilities 46 + Skills 11 (44 ranks) + Feats 6 + Powers 52 + Combat 30 + Saves 5 – Drawbacks 0 = 150 / 150