Monday, August 19, 2013

The Brainiac

I took some inspiration from the Lamentations of Flame Princess Specialist and Rolang's Illusionist and decided to try a very Specialist-y, self-policing, self-defeating mentalist. Think of it as a form of magic limited to extending a user's direct physical influence, instead of a whole new power source or anything.
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HD: d4
Saves: as Thief
Attacks: as Thief
Advances: as Dwarf
Requirements: Constitution 9, Intelligence 9
  • Brainiacs may wear leather armor and use any weapon a Magic-User can use.
  • Brainiacs can enter a trance once per day for six hours, gaining all the benefits of restful sleep and curing themselves of any negative Shock effects (though not lowering their Shock Value).
  • Brainiacs may have up to Shock Value 30 before they become NPCs.
  • Brainiacs roll Barrel Points at 1st level as a Thief.
Brainiacs have seven gifts. You roll 1d6 to use them, except for Biofeedback.
  • Intuition- Guessing the intent of something or someone.
  • Telepathy- Conveying a thought, image, or idea mentally, at an effective range in feet of the Brainiac's Wisdom.
  • Telekinesis- Manipulating physical objects with mental force. Use Wisdom as range and Intelligence as strength.
  • Pyrokinesis- Lighting things on fire as if you had a torch. Use Wisdom as range.
  • Misdirection- Confusing or misleading a target's perceptions. They get a save for this one, against the Brainiac's Intelligence.
  • Empathy- Reading or imbuing an emotional state. Range is Brainiac's Charisma.
  • Biofeedback- Force of will and total control of mind and body give you a bonus to AC.
Your chance in 6 for each of these to be successful can be improved by spending points on them. When you have 6 in an gift, you must roll a 6 followed by another 6 to fail your test. Biofeedback begins with 1 point in it already so you begin play with a 1 point bonus to AC, and improve your AC further for each point you spend. You begin play with 4 points to assign anywhere, and gain 1 point each time you level.

At level 7, a Brainiac may receive information with Telepathy, as well as transmit.
A Brainiac may attempt to use her gifts as many times per day as she likes, with two major caveats:

1) As with Gnomes, the DM rolls their die, and may allow them to believe an erroneous result.
2) A normal botch (6) results in psychic backlash, reducing Constitution by 1 point. A major botch (6, then 6 again) reduces Constitution by 2 points. Brainiacs lose all Biofeedback bonus until their Constitution is restored, at a rate of 1 point per day. It is possible to die from psychic backlash if the reduction in Constitution reduces your Hit Points to 0 or fewer, and it is possible to die if your Constitution is reduced to 0 or less.