Doctor Kolokowsky

Doctor Mitchal M.K. Kolokowsky is an Alternate UUniversal Newelan from Planet Tequesta. Being of a race native to Planet Newea, this UIS-territorial race are known for being very neurologically strong, coordinated, have 100% bodily motor function, brains that can process information quicker, and have babies that can speak even as newborns. Kolokowsky is the founder and lead scientist of the TECH:LOCK Project, where he invented the mindframe, a neurological-electronic interface that allows people to upload their minds into war machines, primarily mechs, but only with several complications to ensure that a pilot can be neurologically compatible with the process, otherwise they could be killed, something that he and his Sub-Omnican assistant Calibran are researching in order to lessen the fatal effects and how they work. He is the AUU version of gen:LOCK Dr. Rufus Weller.

History
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Abilities
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Appearance
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Quotes

 * (Explaining the functions of TECH:LOCK) "In the field, you must protect your brain at all costs. We can repair any other damage but it's not like I'm making backups. One mind is all you have. So be careful. There's also uptime. There's a limit to how long you can inhabit the cyber-brain before you can return to your real body. If your neurology changes too much, it'll become incompatible with how you left your nervous system, and you won't be able to download again. It's especially dangerous when your real body is out of commission or vulnerable. If you can't return before your uptime limit is up, you could be mentally destroyed. There's also overclocking. It's a possible modification that allows your avatar to adapt to your physical capabilities and weaknesses, but beware. It consumes uptime faster. There's also your body suits. The project requires a body coordinated enough for combat and improved neurology. And I mean one that isn't amateur or average in motor function. Think of it like VR gaming. Some that play are physically gifted for it, while others are not and lack the full body coordination to play properly. A matter of being either improvisational and changing the weapons in the game for stronger ones to keep competitive for the advancing difficulty, or being selective and deciding to just do well with what you have throughout the whole thing. A noble but very risky choice that just can't work for the project. Being grateful for what you have is simply not wise for an adapting world. That's what the suits are for. In addition to their TECH:LOCK function, the bodies not only improve neurology, but they also serve as intelligent armor. They not only lock your nervous systems, but adapt around them for your avatars and grant enhanced strength and speed. If you have to wear them all the time, they may as well be useful. There's also an always-online network on all avatars. Think of it as telepathy. It will even allow you to unlock Phase 2, in which you can share virtually everything about your minds and essentially improve the minds of others. But the most vital of all, is aging out. When a mind reaches adulthood, it stops regenerating neurotransmitters, and the project relies on that ability in a younger mind and thus you can age out of the program. All of these functions are under research so they can't be a problem anymore. Most suggest a biotic cyber-brain in each avatar to make the project more compatible on an organic level, and allowing for enhanced and less-fatal uptime, easier and less-costly overclocking, and they are even replaceable and create their own neurotransmitters for an aged-out mind incapable of producing them. But such a thing will takes years to create. Especially without Doctor Phyzome, the brightest biotics engineer available, not allowed to help under UIS orders."