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Mack possesess a superhuman talent for inventing mechanical devices as a result of a "mechanical energy" perception and intuitive genius. |
Mack possesess a superhuman talent for inventing mechanical devices as a result of a "mechanical energy" perception and intuitive genius. |
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His mechanical energy perception enables him to visually perceive the kinetic energy and potential energy present in the components of mechanical systems in action. This |
His mechanical energy perception enables him to visually perceive the kinetic energy and potential energy present in the components of mechanical systems in action. This ability combined with Mack's natural intelligence allows him to instinctively know and understand the potential and functional operations of any machine or technological device in his visual range, while his subconscious mind uses this knowledge to determine the theoretical principles and the steps necessary to conceive, design, build, modify, disassemble, and countermand machinery. Because many of the logical steps in his inventing are worked out by his subconscious mind, Mack himself might not be entirely aware of exactly how he figured out how to create an invention of his. |
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[[Category:Heroes Wiki Contributor]] |
[[Category:Heroes Wiki Contributor]] |
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Revision as of 19:29, 26 May 2007
| Mack Ainsmith | |
|---|---|
| In-story stats | |
| Known abilities | Intuitive technological genius, mechanical energy perception |
| Aliases | Frank N. Stein, Robert Botte |
| Nickname | Technoman |
| Gender | |
| Age | 24 |
| Home | Mobile |
| Occupation | Master criminal |
Maxwell "Mack" Ainsmith is an evolved human with an unusual talent for inventing mechanical devices.
History
As an evolved human, Mack was a child prodigy with a superhuman aptitude for comprehending and inventing machinery. He took apart and repaired an alarm clock at age 3. By 10, he had built a small electric automobile; by 13, a relatively complex robotic arm -- both from readily available spare parts. After gaining his dual college degrees in mechanical and electrical engineering at the age of 18, he became a master mechanic at an aircraft parts factory.
Mack was eventually fired from that job and a number of others because of his air of superiority and unorthodox approach to simple tasks. Seeking a challenge, he turned to the planning and execution of technologically assisted crimes. He found that such activities not only stimulated his intellect, but provided him with new raw materials to create even more advanced technological devices.
He eventually built an armor-plated, strength-augmenting suit, a pair of gravity-defying wings, suction-fingered gloves, and a cybernetic control helmet. Calling himself "Technoman", Mack uses his battle-suit for wealth and adventure.
Neurophysiological notes
Higher than normal interneuron/glial density, cortical folding and lamination
Corpus callosum - 20% larger than average
Amygdala - 7% larger than average
Visual cortex - 13% larger than average
Underconnected gray matter, lack of interstitial white matter
Self-contained & hypereffective isolated cortical modules
Parietal lobe hypertrophy
Unusual retinal chemical composition
Powers
Mack possesess a superhuman talent for inventing mechanical devices as a result of a "mechanical energy" perception and intuitive genius.
His mechanical energy perception enables him to visually perceive the kinetic energy and potential energy present in the components of mechanical systems in action. This ability combined with Mack's natural intelligence allows him to instinctively know and understand the potential and functional operations of any machine or technological device in his visual range, while his subconscious mind uses this knowledge to determine the theoretical principles and the steps necessary to conceive, design, build, modify, disassemble, and countermand machinery. Because many of the logical steps in his inventing are worked out by his subconscious mind, Mack himself might not be entirely aware of exactly how he figured out how to create an invention of his.
