Varje tisdag och fredag postar jag en artikel om en av Apocalypse World's playbooks. Idag har turen kommit till The Brainer.
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.
Brainers are post-apocalyptic psychics, with the ability to read and twist the minds of others. Their primary stat is weird, and they tend to be creepy outcasts. They also have a lot of barter and powerful gear.
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My take on it:
My god, what's not to love about the Brainer? I don't even know what needs to be said about them, more than any playbook I think it speaks for itself. Just look at the words coming out of this playbook: ”weird psycho psychic mindfucks”, ”unnatural lust transfixion” ”preternatural at-will brain attunement”, ”direct-brain whisper projection”, ”in-brain puppet strings” ”pain-wave projector”, ”violation glove”. To me, these words communicate everything, in a clinical and science-speaky kind of way. While the Hocus is religiously weird and the Savvyhead is intuitively weird, the Brainer is clinically weird.
The game paints the Brainer as an outcast, inhuman, separate from the rest of humanity. Not strange really, if you look to what the brainer do, they fuck with brains. That is in itself creepy and inhuman! What would it do to you to be able to read and manipulate other people's minds? It would turn other people and their minds into tools that could be used, into means rather than ends in itself. Just like bodies can turn into mere business for someone working with modeling or surgery, seeing bodies every day, seeing how they work, learning how to make of them what you wish, minds and souls would turn into business for the Brainer. ”Kindness”, ”Rage”, ”Fear”, ”Madness” and so on would no longer be the existential stuff of life, but rather just words, qualities that could sometimes be beneficial and sometimes an obstacle for the goal of your current mindfuck project.
So the question is rather, can you make a social and kindhearted brainer? And would you enjoy it? We had a nice and kind brainer in one of our games hiding her powers and posing as the Angel, which also worked, as it created another kind of alienation and solitude through lies and charade. But I feel that alienation should always be a part of the package, mind control should never be an ”okay” thing. The Brainer special move is excellent for this purpose: When the Brainer sleep with someone, he reads them with a deep brain scan, whether he wants to or not, making ”normal” intimacy impossible to the Brainer, and whatever intimacy that comes from getting to know someone this way will be weird and always coloured by invasiveness.
So, accept your mindfuckness and revel in it!
And now, music!
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But also, explore it. What sides of the Brainer are strange, what sides are human? Is there sexuality, curiosity, fear, love, pride, shame, passion or coldness? You're playing the brainer, we are all curious about your character and we want to know! So be prepared to delve into your own mind as well.
And there is the power, of course. You don't even have to figure out how to make your character creepy, just set him up with a clear motivation, things he wants, and then have him use the tools available to him to pursue these goals. Since his tools are creepy, that will make him creepy. If your Brainer doesn't want to be creepy, that'll make it tragic, too!
Why the Brainer is the best playbook to play:
Ultimate power! You get to control peoples' minds! Either mind-control them for your own benefit, or charge others highly for your services. You also get to do weird crazy shit and revel in it, and you don't need any other excuse than ”I'm the Brainer!” So, knock yourself out! Or, if you're the introspective kind of player, you can play the tragic angle instead and really get to explore the tragedy of your characters existence! And finally, you get so much barter and so much hi-tech gear, it's awesome. And finally, as a high weird character, you get a big say in how the maelstrom works.
What it brings to the world of the apocalypse:
Creepiness. Innocence and loss of innocence. Powerful technology artifacts. Also, one great thing about Apocalypse World is the power assymetry. Like, the Gunlugger takes down anyone in a one-on-one fight, but the Hardholder has an entire hold to back him up, while the Hocus is everything for her followers, and the Skinner has social power. Adding a Brainer to the mix adds a whole nother dimension of power: Mind control.
Fundamental scarcities of the playbook:
The Brainer needs a purpose beyond just weird behaviour. Like, either there is a struggle for humanity and acceptance, or there is just insane weirdness to the core, which is fine too - then you can explore the method to the madness, how the psyche of your brainer works. Just madness for madness sake will become hollow and empty fast. There also needs to be a balance, the Brainer should be neither a popular cheerleader or completely alone. He needs a friend or two, or at least some subordinates or superiors. If he is a complete creep there is also the possibility that the other characters will get enough of his mindfucking and wipe him out. I'd love to see a completely balls to the wall Brainer though, who amasses puppets and meatshields out of NPCs, and push hard to establish himself as a local a warlord no matter what anyone else thinks of it.
Moves and crap analysis:
I think Vincent nailed mind control with this one. First up is Unnatural lust transfixion, which lets you seduce people with Weird instead of Hot, and Casual brain receptivity where you can read a person with Weird instead of Sharp, and you just have to look at them. So, both of these are basically taking the architecture of the game that is already there and saying, ”You can do this really competently, and it's psychic”.
Then there is Deep brain scan which let's you find out other peoples secrets and weaknesses, if you have time and intimacy with them, setting you up to exploit this in your next moves.
Direct-brain whisper projection and In-brain puppet strings lets you command people through telepathy. They have a choice though, if they don't follow your command, they take harm for it. Now, I really like this, first because it avoids falling into complete mind control, which in my opinion is boring/bland/alienating to the other players. Secondly, because it jives with me as a psychologist to imagine brain control as a voice in your head saying ”You must go and fuck up Brace”, followed by a overwhelmning and acute feeling of anxiety and dread that some great but undefined and vague catastrophe or harm will come to you if you don't. That's pretty close to how severe anxiety can manifest, and since anxiety is a somatic experience, I feel this take on it touches on our human conditions in a way. I like it. Kind of OCD mind control, except the whole fuck people up-part.
The Brainer also start with 5-barter (a lot!) and some pretty sweet gear. Someone said on Barf forth apocalyptica that every time a Brainer has been in play, the player chose violation glove, because, hey... ”Violation glove”. It lets you bypass time and intimacy and just mindfuck people right there.
Me, I'm in love with the pain-wave projector. Hits everyone around you except you for 1-harm armor piercing. Suffer, bitches! Implant syringe and receptivity drugs makes your moves more potent against the target. Brain relay lets you use your powers at a distance, opening up for some pretty creative mindfuckery. Deep ear plugs protects the wearer from all brainer moves and gear, so you can give them to a friend before you unleash the pain-wave projector around you. Except for that I'm not really sure what to make of them, unless there are NPC Brainers. Then they'd be hella sweet.
As for other playbook moves, you could take Merciless from the Battlebabe playbook. Suddenly, your psychic shit does 2-harm instead of 1-harm, meaning it'll straight up kill anyone who gets in your way! Opposing your whisper projected commands = Death. Botched in-brain puppet strings = Death. Pain-wave projector = Bloodbath. Or Impossible reflexes, also from the Battlebabe, and reskin it to weird-ass psychic bullet protection, Akira-style.
Lost from the Skinner playbook or Bonefeel from the Savvyhead are good moves to set up secluded brainfuckery, or you could get Frenzy from the Hocus playbook to propel your weirdness to truly epic proportions. Or maybe Infirmary from the Angel because oh god noooooo
Relationships and dynamics:
Tto start exploring mind, humanity and relationships in the Brainer, ask him things like ”Who is precious/scary/confusing to you?” ”Where did you come from?” ”What is your recurring dream?” ”What would you never do to anyone?” ”What is the kindest act anyone has done to you?”
The Angel is your opposite in a way – Unweird, grounded, somatic and probably a nice guy or girl. You could set up some real antagonism there or, may God have mercy on us all, team up in secret.
If you're in a group with a Hardholder, they can't live with you, and can't live without you. Have fun! The Operator is also a potential employer, or the Chopper, if your character is truly an outcast of the hold. Friendship with The Maestro D' or the Skinner, or dependance on their drugs/performance could both highlight your humanity and be a nice excuse to get out and meet people.
The first thing I would do when playing Brainer in a game with the Savvyhead in it would be to ask him to make me all the sweet gear I missed out on at character creation. The next thing would probably be building maelstrom-powered devices bordering between technology and psychology. The third thing would probably be the Savvyhead building anti-brainer protection and weapons. Lot's of fun to be had, in other words!
I have a hard time seeing a Brainer co-existing with a Hocus. They both claim to define weirdness, but in different ways. My guess is you'll have war over subjects (pawns) or a war of intrigue, maybe the Brainer infiltrates the cult?
And what about the Faceless? You'd have this:
The Driver, this:
The Hoarder, this:
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.
Brainers are post-apocalyptic psychics, with the ability to read and twist the minds of others. Their primary stat is weird, and they tend to be creepy outcasts. They also have a lot of barter and powerful gear.
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My take on it:
My god, what's not to love about the Brainer? I don't even know what needs to be said about them, more than any playbook I think it speaks for itself. Just look at the words coming out of this playbook: ”weird psycho psychic mindfucks”, ”unnatural lust transfixion” ”preternatural at-will brain attunement”, ”direct-brain whisper projection”, ”in-brain puppet strings” ”pain-wave projector”, ”violation glove”. To me, these words communicate everything, in a clinical and science-speaky kind of way. While the Hocus is religiously weird and the Savvyhead is intuitively weird, the Brainer is clinically weird.
The game paints the Brainer as an outcast, inhuman, separate from the rest of humanity. Not strange really, if you look to what the brainer do, they fuck with brains. That is in itself creepy and inhuman! What would it do to you to be able to read and manipulate other people's minds? It would turn other people and their minds into tools that could be used, into means rather than ends in itself. Just like bodies can turn into mere business for someone working with modeling or surgery, seeing bodies every day, seeing how they work, learning how to make of them what you wish, minds and souls would turn into business for the Brainer. ”Kindness”, ”Rage”, ”Fear”, ”Madness” and so on would no longer be the existential stuff of life, but rather just words, qualities that could sometimes be beneficial and sometimes an obstacle for the goal of your current mindfuck project.
So the question is rather, can you make a social and kindhearted brainer? And would you enjoy it? We had a nice and kind brainer in one of our games hiding her powers and posing as the Angel, which also worked, as it created another kind of alienation and solitude through lies and charade. But I feel that alienation should always be a part of the package, mind control should never be an ”okay” thing. The Brainer special move is excellent for this purpose: When the Brainer sleep with someone, he reads them with a deep brain scan, whether he wants to or not, making ”normal” intimacy impossible to the Brainer, and whatever intimacy that comes from getting to know someone this way will be weird and always coloured by invasiveness.
So, accept your mindfuckness and revel in it!
And now, music!
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But also, explore it. What sides of the Brainer are strange, what sides are human? Is there sexuality, curiosity, fear, love, pride, shame, passion or coldness? You're playing the brainer, we are all curious about your character and we want to know! So be prepared to delve into your own mind as well.
And there is the power, of course. You don't even have to figure out how to make your character creepy, just set him up with a clear motivation, things he wants, and then have him use the tools available to him to pursue these goals. Since his tools are creepy, that will make him creepy. If your Brainer doesn't want to be creepy, that'll make it tragic, too!
Why the Brainer is the best playbook to play:
Ultimate power! You get to control peoples' minds! Either mind-control them for your own benefit, or charge others highly for your services. You also get to do weird crazy shit and revel in it, and you don't need any other excuse than ”I'm the Brainer!” So, knock yourself out! Or, if you're the introspective kind of player, you can play the tragic angle instead and really get to explore the tragedy of your characters existence! And finally, you get so much barter and so much hi-tech gear, it's awesome. And finally, as a high weird character, you get a big say in how the maelstrom works.
What it brings to the world of the apocalypse:
Creepiness. Innocence and loss of innocence. Powerful technology artifacts. Also, one great thing about Apocalypse World is the power assymetry. Like, the Gunlugger takes down anyone in a one-on-one fight, but the Hardholder has an entire hold to back him up, while the Hocus is everything for her followers, and the Skinner has social power. Adding a Brainer to the mix adds a whole nother dimension of power: Mind control.
Fundamental scarcities of the playbook:
The Brainer needs a purpose beyond just weird behaviour. Like, either there is a struggle for humanity and acceptance, or there is just insane weirdness to the core, which is fine too - then you can explore the method to the madness, how the psyche of your brainer works. Just madness for madness sake will become hollow and empty fast. There also needs to be a balance, the Brainer should be neither a popular cheerleader or completely alone. He needs a friend or two, or at least some subordinates or superiors. If he is a complete creep there is also the possibility that the other characters will get enough of his mindfucking and wipe him out. I'd love to see a completely balls to the wall Brainer though, who amasses puppets and meatshields out of NPCs, and push hard to establish himself as a local a warlord no matter what anyone else thinks of it.
Moves and crap analysis:
I think Vincent nailed mind control with this one. First up is Unnatural lust transfixion, which lets you seduce people with Weird instead of Hot, and Casual brain receptivity where you can read a person with Weird instead of Sharp, and you just have to look at them. So, both of these are basically taking the architecture of the game that is already there and saying, ”You can do this really competently, and it's psychic”.
Then there is Deep brain scan which let's you find out other peoples secrets and weaknesses, if you have time and intimacy with them, setting you up to exploit this in your next moves.
Direct-brain whisper projection and In-brain puppet strings lets you command people through telepathy. They have a choice though, if they don't follow your command, they take harm for it. Now, I really like this, first because it avoids falling into complete mind control, which in my opinion is boring/bland/alienating to the other players. Secondly, because it jives with me as a psychologist to imagine brain control as a voice in your head saying ”You must go and fuck up Brace”, followed by a overwhelmning and acute feeling of anxiety and dread that some great but undefined and vague catastrophe or harm will come to you if you don't. That's pretty close to how severe anxiety can manifest, and since anxiety is a somatic experience, I feel this take on it touches on our human conditions in a way. I like it. Kind of OCD mind control, except the whole fuck people up-part.
The Brainer also start with 5-barter (a lot!) and some pretty sweet gear. Someone said on Barf forth apocalyptica that every time a Brainer has been in play, the player chose violation glove, because, hey... ”Violation glove”. It lets you bypass time and intimacy and just mindfuck people right there.
Me, I'm in love with the pain-wave projector. Hits everyone around you except you for 1-harm armor piercing. Suffer, bitches! Implant syringe and receptivity drugs makes your moves more potent against the target. Brain relay lets you use your powers at a distance, opening up for some pretty creative mindfuckery. Deep ear plugs protects the wearer from all brainer moves and gear, so you can give them to a friend before you unleash the pain-wave projector around you. Except for that I'm not really sure what to make of them, unless there are NPC Brainers. Then they'd be hella sweet.
As for other playbook moves, you could take Merciless from the Battlebabe playbook. Suddenly, your psychic shit does 2-harm instead of 1-harm, meaning it'll straight up kill anyone who gets in your way! Opposing your whisper projected commands = Death. Botched in-brain puppet strings = Death. Pain-wave projector = Bloodbath. Or Impossible reflexes, also from the Battlebabe, and reskin it to weird-ass psychic bullet protection, Akira-style.
Lost from the Skinner playbook or Bonefeel from the Savvyhead are good moves to set up secluded brainfuckery, or you could get Frenzy from the Hocus playbook to propel your weirdness to truly epic proportions. Or maybe Infirmary from the Angel because oh god noooooo
Relationships and dynamics:
Tto start exploring mind, humanity and relationships in the Brainer, ask him things like ”Who is precious/scary/confusing to you?” ”Where did you come from?” ”What is your recurring dream?” ”What would you never do to anyone?” ”What is the kindest act anyone has done to you?”
The Angel is your opposite in a way – Unweird, grounded, somatic and probably a nice guy or girl. You could set up some real antagonism there or, may God have mercy on us all, team up in secret.
If you're in a group with a Hardholder, they can't live with you, and can't live without you. Have fun! The Operator is also a potential employer, or the Chopper, if your character is truly an outcast of the hold. Friendship with The Maestro D' or the Skinner, or dependance on their drugs/performance could both highlight your humanity and be a nice excuse to get out and meet people.
The first thing I would do when playing Brainer in a game with the Savvyhead in it would be to ask him to make me all the sweet gear I missed out on at character creation. The next thing would probably be building maelstrom-powered devices bordering between technology and psychology. The third thing would probably be the Savvyhead building anti-brainer protection and weapons. Lot's of fun to be had, in other words!
I have a hard time seeing a Brainer co-existing with a Hocus. They both claim to define weirdness, but in different ways. My guess is you'll have war over subjects (pawns) or a war of intrigue, maybe the Brainer infiltrates the cult?
And what about the Faceless? You'd have this:
The Driver, this:
The Hoarder, this: