Shipwrecked on Skull Island
Prime Requisites: Intelligence
Requirements: Intelligence of 13+ and Perception of 11+
Hit Dice d6
Save: As a thief
Advance: As a magic user
Maximum level 9
Restrictions: Thinkers may use light armor, buckler shields, and any one handed weapons that they choose. They are also experts at setting traps, and can treat traps as a new form of weapon mastery as long as they are around to observe the trap when it is set off.
Special Abilities: Thinkers are always coming up with Contingency Plans which include things like bringing special items along on a heist, to preparing an escape route, or even preparing traps ahead of time. Thinkers can spend either an Intelligence or Planning Point to propose a Contingency Plan which allows them to have a particular non-magic item that they need or to act when they would otherwise be surprised. If the proposed Contingency Plan is particularly complex or involves the current combat, the Thinker must roll a Level check against the most perceptive opponent influencing the location targeted by the plan and they cannot spend Intelligence Point for an automatic success on this roll unless they are unopposed/their are no enemies present to interfere when the plan would take effect. They can add Planning Points to the roll after the fact if they wish (but not Intelligence or Willpower points). If the result of the Contingency Plan save totals 20 or more, everyone involved in the plan gains a +4 bonus to their AC for the first turn.
Thinkers are often quite Observant, and it is this ability that lets Thinkers always find a clue when one is present, or deduce the meaning behind a seemingly ordinary object when the GM did not know a clue was present by spending an Intelligence or Perception Point, as long as their Perception is not exhausted.
Thinkers are often Tactical Geniuses, and it is this ability that lets the Thinker gain Planning Points equal to the result of the Group Initiative die each time that the Thinker successfully rolls Initiative (i.e. d6 roll exceeds the GM’s d6 Initiative roll). Each Planning Point may be spent to give an ally a +1 bonus to hit a target chosen by the Thinker when the point is given or a +1 bonus to a single specific kind of save declared at the start of the round, and multiple Planning Points can be spent for larger bonuses such as “Everyone gains a +3 to saves vs. poison this round, as part of my brilliant plan.” however should the assistance result in a missed attack it was all part of the plan and the ally doesn’t count it toward improving their weapon mastery, additionally Planning Points can be used to place a hidden trap in a current combat, or to upgrade a hidden trap that hasn’t yet activated by increasing one of its damage dice by one step. Thinker traps base damage is 1d6 and increases by +1d6 every even numbered level (max. of 5d6). Planning Points last until they are spent, combat ends, or the Thinker rolls the Initiative die again.
At first level and every additional Thinker level, a Thinker that rolls his or her hit die and gets less than the maximum result (i.e. 5 or less) gains an additional ability from the chart.
1. The Thinker’s training results in him or her being able to react to a single observable trigger with a predetermined free action once per day. Both the trigger and the action must be chosen ahead of time and can only be changed when this result is rolled again. The Thinker can have no more instinctive reactions than he has levels, and cannot use any of these reactions if his Intelligence is exhausted. An example reaction might be a free attack against any enemy that draws a weapon in sight of the Thinker. If the Thinker was unaware that a person was an enemy then the reaction wouldn’t trigger.
2. The Thinker’s research pays off, he learns how to prepare a single use device, potion or other item that replicates the effects of a single magic user spell of a level one less than his current level (minimum of level 1) but requires 50 x the spell level in gold pieces worth of materials to make.
3. The Thinker increases his or her Perception score by +1d6 minus his or her level.
4. The Thinker’s actions result in his or her gaining a 1d3 hp follower or henchmen that is in awe of his abilities and is favorably disposed to following one order per week without immediate compensation. The follower must be immediately named by the Thinker’s player who also must roll the follower’s hp, and the GM assigns the follower an occupation.
5. The Thinker masters either Disable Device/Trap, Lock Picking, Pick Pocket, or Tracking to use the ability requires the Thinker to spend either an Intelligence or Perception Point. Each time this result is acquired the Thinker gains an additional ability of his or her choice.