Companion: Brain in a Jar: A Brain in a Jar is a great companion for a psion, character with other mental abilities, or just one seeking to learn information from a deceased character. Depending on the species and individual characteristics of the individual the brain originally belonged to, the Intelligence, Wisdom and Willpower will vary drastically. Usually a character does not know the specific statistics of any other character or creature within the perspective of roleplay, and as such the renown and demonstrated knowledge are what adjusts the price of the Brain in a Jar and its usefulness. They usually are either very disgruntled with their state and quite mad, or knowing very little of the situation outside of their direct knowledge and therefore calm but also insane. Few are able to retain their sanity without sensory input beyond the auditory one built into their jar, and the few that do usually have a strong mental bond with the one they are a companion to. Brain in a Jar companions cannot use an abilities requiring a physical body, but ones that can work mentally or by voice are able to be used. Due to having little else to do, they usually have a lot of focus.
HP: 10 / EP: 4 / LP: 0 / SP: 2 / FP: 32
Reaction: 1 / Finesse: 5 / Intelligence: (Varies, 20 average) Wisdom: (Varies, 20 average) / Willpower: (Varies, 20 average) / Strength: 1
Speed: 0 (0 feet per second, 0 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Water, Lightning, Blood
Elemental Weaknesses: Fire, Metal, Sand
Reaction: 1 / Finesse: 5 / Intelligence: (Varies, 20 average) Wisdom: (Varies, 20 average) / Willpower: (Varies, 20 average) / Strength: 1
Speed: 0 (0 feet per second, 0 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Water, Lightning, Blood
Elemental Weaknesses: Fire, Metal, Sand
Common Drops: Brain in a Jar (owner deceased), Broken Jar, Deceased Brain in a Jar
Brain Drain (2 FP): Drains 1 FP from an opponent and feeds it to the one it is a companion to.
Brain Sync (1 FP): Forms a link between itself and the one it is a companion to, expending one of its focus points to give it to its owner.
Control Body (3 FP): For the duration of 12 turns or 1 hour, a Brain in a Jar can control a brainless body that previously had one as if that body were still alive by attaching its jar to the body.
Extend Knowledge (2 FP): Temporarily pushes knowledge useful in a situation that it knows into the mind of its owner for fifteen minutes or three rounds of combat.
Teach (0 FP): Acts as a teacher of its level of knowledge to its owner, granting them the bonus of studying as if it had been an ordinary living teacher.
Use Sorcerer Ability (1FP + FP cost of ability): If a Brain in a Jar previously was within a sorcerer character's body,
then it can use its magic abilities it knew in life that don't specify
a physical body as being needed as if the brain still belonged to that
living sorcerer.
Use
Psionic Ability (1FP + FP cost of ability): If a Brain in a Jar
previously was within a psionic character's body, then it can use its
psionic abilities it knew in life that don't specify a physical body as
being needed as if the brain still belonged to that living psion.
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