Brass Gnat


Level KXP BrassGnat  [Bug]
123 456 789 [3]
1 0 --2 --- --- [-]
2 6 --3 --- --- [-]
3 12 --4 --- --- [-]
4 24 --5 --- --- [-]
5 48 --6 --- --- [-]
6 96 --7 --- --- [-]
7 192 --8 --- --- [-]
8 384 --9 --1 --- [-]
9 768 --A --2 --- [-]
10 1200 --B --3 --- [-]
11 1800 --C --4 --- [-]
12 2400 --D --5 --- [-]
13 3000 --E --6 --- [-]
14 3600 --F --7 --- [-]
15 4200 --G --8 --- [-]
16 4800 --H --8 --1 [-]
17 5400 --I --9 --2 [-]
18 6000 --J --9 --3 [-]
19 6600 --K --A --4 [-]
20 7200 --L --A --4 [-]
21 7800 --M --B --4 [-]
22 8400 --N --B --5 [-]
23 9000 --O --C --5 [-]
24 9600 --P --C --5 [-]
25 10200 --Q --D --6 [-]
26 10800 --R --D --6 [-]
27 11400 --S --E --6 [1]
28 12000 --T --E --7 [1]
29 12600 --U --F --7 [2]
30 13200 --V --F --7 [2]
31 13800 --W --G --8 [3]
32 14400 --X --G --8 [3]
33 15000 --Y --H --8 [4]
34 15600 --Z --H --9 [4]
35 16200 --[ --I --9 [5]
36 16800 --\ --I --9 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 17, Dex 17, Con 6
Alignment: any
HD/level: & d12
Weapon Prof.: level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Bug}
Groups: Monster, Concordant (x1), Technology
 
In my universe, Brass Gnats are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
 
Gets Brass Gnat spells, see Brass Gnat spell table (next page). Gets Bug spells starting at level 27, see [PC7].
Brass Gnats get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Brass Gnat spells be of the proper SL when other classes use a "Wish" type effect to emulate a Brass Gnat spell.).
Brass Gnat spells are resisted using TechR (Technological resistance).
 
Some effects refer to "T" actions. These are "Technological actions". If you somehow have an "E" action, you can convert an E action to a T action.
 
Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
Level 1: +1T action per round. This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)

Brass Gnat


Brass Gnat Spells

Level # Spell
3 1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
3 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
3 3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
3 4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
3 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
3 6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
3 7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
3 8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
3 9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
3 10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
3 11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
3 12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
3 13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
3 14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
3 15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
6 1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
6 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
6 3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
6 4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
6 5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
6 6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
6 7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
6 8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
6 9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
6 10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
9 1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
9 2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
9 3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
9 4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
9 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
9 6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
9 7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Bug 3 (13) 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 (13) 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Bug 3 (13) 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Bug 3 (13) 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Bug 3 (13) 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Bug 3 (13) 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Bug 3 (13) 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Bug 3 (13) 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Bug 3 (13) 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
Bug 3 (13) 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 (13) 11 1M, can borrow from future: Counter a Concordant or XR-based effect
Bug 3 (13) 12 The "Lady's Smile" effect doesn't work for anyone within sight
Bug 3 (13) 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Bug 3 (13) 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Bug 3 (13) 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are