Jackson

The Brainer

Description:
The Brainer

Brainers are the weird psycho psychic mindfucks of Apocalypse World.
They have brain control, puppet strings, creepy hearts, dead souls, and eyes
like broken things. They stand in your peripheral vision and whisper into
your head, staring. They clamp lenses over your eyes and read your secrets.
They’re just the sort of tasteful accoutrement that no well-appointed
hardhold can do without.

Playbook The Brainer
Look man, high formal wear, pale face, deep eyes, slight body
Stats Moves
Cool=0 do something under fire
Hard=0 go aggro; seize by force
Hot+1 seduce or manipulate
Sharp=0 [X] read a sitch; read a person
Weird+2 [X] open your brain


Hx
Kartak Hx+3
Tank Hx+3
Harm O O O O O O
Debilities __Shattered (-1cool)
__Crippled (-1hard)
__Disfigured (-1hot)
__Broken (-1sharp)
Improvements
__get +1cool (max +2)
__get +1sharp(max +2)
__get +1hard (max +2)
__get +1hard (max +2)
__get a new brainer move
__get a new brainer move
__get 2 gigs and moonlighting
__get a holding and wealth
__get a move from another playbook
__get a move from another playbook
__get +1 to any stat (max +3)
__retire your character to safety
__create a second character to play
__change your character to a new type
__choose 3 basic moves and advance them
__advance the other 4 basic moves
Experience O O O O O


Basic Moves
DO SOMETHING UNDER FIRE: When you do something under fire, or dig in to endure fire, roll+cool. On a 10+, you do it. On a 7-9, you flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choise.
GO AGGRO: When you go aggro on someone, roll+hard. On a 10+, they have to choose: force your hand and suck it up, or cave and do what you want. On a 7-9, they can instead choose 1:

  • get the hell out of your way
  • barricade themselves securely in
  • give you something they think you want
  • back off calmly, hands where you can see
  • tell you what you want to know (or what you want to hear)
SEIZE BY FORCE: When you try to seize something by force, roll+hard. On a hit, choose options. On a 10+ choose 3. On a 7-9, choose 2:

  • you take definite hold of it
  • you suffer little harm
  • you inflict terrible harm
  • you impress, dismay or frighten your enemy
SEDUCE OR MANIPULATE: When you try to seduce or manipulate someone, tell them what you want and roll+hot. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, wether you keep your promise is up to you, later. On a 7-9, they need some concrete assurance right now. For PCs: on a 10+, both. On a 7-9, choose 1:

  • if they do it, they mark experience
  • if they refuse, it’s acting under fire

What they do then is up to them.

READ A SITCH: When you read a charged situation, roll+sharp. Whenever you act on one of the MC’s answers, take 1. On a 10, ask 3. On a 7-9, ask 1:

  • where is my best escape route/way in/way past?
  • which enemy is the biggest threat?
  • what should I be on the outlook for?
  • what’s my enemy’s true position?
  • who’s in control here?
READ A PERSON: When you read a person, roll+sharp. On a 10+ hold 3. On a 7-9, hold 1. While you’re interacting with them, spend your hold to ask questions, 1 for 1:

  • is your character telling the truth?
  • what’s your character really feeling?
  • what does your character intent to do?
  • what does your character wish I’d do?
  • how could I get your character to ___?
OPEN YOUR BRAIN: When you open your brain to the world’s psychic maelstrom, roll+weird. On a hit, the MC will tell you something new and interesting about the current situation, and might asky you a question or two; answer them.On a 10+ the MC will give you good detail. On a 7-9, the MC will give you impressions. If you already know all there is to know, the MC will tell you that.
HELP OR INTERFERE: When you help or interfere someone who’s making a roll, roll+Hx. On a hit, they take +1 (help) or -2 (interfere) now. On a 7-9, you also expose yourself to fire, danger, retribution or cost.

Brainer Moves
[ ] Unnatural lust transfixion: when you try to seduce someone, roll+weird instead of roll+hot.
[ ] Casual brain receptivity: when you read someone, roll+weird instead of roll+sharp. Your victim has to be able to see you, but you don’t have to interact.
[ ] Preternatural at-will brain attunement: you get +1weird (weird +3).
[X] Deep brain scan: when you have time and physical intimacy with someone — mutual intimacy like holding them in your arms, or 1-sided intimacy like they’re restrained to a table — you can read them more deeply than normal. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1:

  • what was your character’s lowest moment?
  • for what does your character crave forgiveness, and of whom?
  • what are your character’s secret pains?
  • in what ways are your character’s mind and soul vulnerable?

On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.

[X] Direct-brain whisper projection: you can roll+weird to get the effects of going aggro, without going aggro. Your victim has to be able to see you, but you don’t have to interact. If your victim forces your hand, your mind counts as a weapon (1-harm ap close loud-optional).
[ ] In-brain puppet strings: when you have time and physical intimacy with someone — again, mutual or 1-sided — you can plant a command inside their mind. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can spend your hold 1 for 1:

  • inflict 1-harm (ap)
  • they take -1 right now

If they fulfill your command, that counts for all your remaining hold. On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.

Gear and Barter
Item 1
Item 2 Description
Bio:

Jackson

Survival of the Fittest JacksonGrim