Hero Games - Ultimate Brick Dojhero107-OEF

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The book provides an in-depth look at building 'brick' characters in the Hero System roleplaying game, focusing on characters with high strength and durability.

The book discusses building characters with superhuman strength and durability known as 'bricks' in the Hero System roleplaying game. It covers character attributes, abilities, powers and sample characters that exemplify the brick archetype.

The book discusses three main archetypes for brick characters - the traditional brick, thematic brick, and warrior brick. It explores how to conceptualize characters that fit within these archetypes.

BRICK

David Rakonitz and Steven S. Long


THE ULTIMATE BRICK
The Ultimate Brick Dedication: David would like to dedicate this book to the players in
his “New Knights” Champions campaign: Otto “Lupin” Amëzquita,
An Ultimate Book for the Hero System David “Cobalt Crusader” Bales, David “Super Deformed Foxbat”
Author: David Rakonitz, Steven S. Long Chin, Richard “Omni” Conklin, Scott “Lopsang” Lanterman, Walter
“Continuum Knight” Manbeck, Bryce “Mittens” Nakagawa, and
Editing & Development: Steven S. Long David “Dr. Belljar” Perry.
Layout & Graphic Design: Andy Mathews David’s Special Thanks: I thank Steve Long for all of his help with
Cover Illustration: Storn Cook this project. In addition to being the editor for this project, Steve
provided extensive and helpful comments on the first draft of the
Interior Illustration: Storn Cook, Robert Cram, Ultimate Brick manuscript. Thank you, Steve, for all of your help.
Andrew Cremeans, Keith Curtis, Jonathan Davenport,
I thank Bruce Harlick for first asking me to work on this project.
Albert Deschesne, Louis Frank, Nick Ingeneri, David
I would like to give special recognition and thanks to Jason “JmOz”
Monett, Erik Rademaker, Erich Von Hase Wedel, Tom McCarthy, and the other participants in the “Ultimate
Brick” thread on the Hero Games website for their thoughtful and

A WORD OR TWO extensive discussion of the Brick archetype when it seemed unlikely
my manuscript for The Ultimate Brick would ever get published.
OF APPRECIATION Steve adds: We’d also like to thank the Digital Hero playtesters and
testreaders who reviewed the UB manuscript. All the “heavy lifting”
Additional Contributors: Special thanks to the following, who around here comes in the form of crunching numbers and reviewing
directly or indirectly contributed snippets to this book through chapters, and it’s great to have the help of fans dedicated to making
the Online USPD or other means: Bob Greenwade; Chad Riley; our books as good as possible!
Dean Shomshak.

Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form or by any means,
Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. electronic or mechanical, including photocopying, recording, or computerization, or by
Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. any information storage and retrieval system, without permission in writing from the
Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
The Ultimate Brick © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Printed in the U.S.A. First printing May 2004
Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero, Produced and distributed by DOJ, Inc. d/b/a Hero Games.
Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO107 • ISBN Number: 1-58366-028-3
http://www.herogames.com
THE ULTIMATE BRICK TABLE OF CONTENTS
Introduction ..................................... 4 Power Advantages ......................... 43 Bricks And The Environment ........ 103
Power Limitations .......................... 45 The Mass Of Objects.................... 103
CHAPTER ONE: Power Frameworks ........................ 46 Breaking Things ........................... 103
BUILDING THE BRICK Disadvantages ............................... 47 The Basics Of Breakage ............. 103
Masses Of Materials Table ....104-06
Strength ........................................... 6 Brick Tricks .................................... 49 Expanded Object Table ........107-112
Strength and Endurance................... 7 Offensive Powers ........................... 50 Living In A Fragile World ............. 112
Strength Damage ............................ 8 Defensive Powers .......................... 68 Realistic Uses Of Strength .......... 114
Lifting ............................................. 9 Healing Powers ........................... 74 Gravity ........................................ 116
Expanded Strength Table.........10-13 Movement Powers ......................... 75 Zero Gravity .............................. 117
Leaping......................................... 14 Sensory Powers ............................. 77 Plots Seeds For Bricks ................. 118
Throwing Things ............................ 15 Miscellaneous Powers.................... 77
Throwing Table ............................ 15 Density Powers .............................. 80 CHAPTER THREE:
Negative Strength .......................... 17 Growth Powers .............................. 82 A PILE OF BRICKS
Advantages for Strength ................. 18
Brick Basics ................................... 19 CHAPTER TWO: Champions Bricks ........................ 120
Brick Backgrounds......................... 19 BRICK CAMPAIGNING Grond ......................................... 120
Brick Personalities ......................... 21 Ogre ...................................... 121
Bricks In Combat ........................... 88 Der Westgote .......................... 122
Brick Archetypes............................ 23 Entering Combat: Stopping
Bricks Genre By Genre ................... 25 White Rhino ............................ 124
Moving Objects ........................... 88
Characteristics............................... 27 Heroic Bricks ............................... 126
Combat Modifiers .......................... 89
Combat Maneuvers........................ 90
Caber ..................................... 126
Skills .............................................. 29 Burgida .................................. 128
Perks And Talents .......................... 32 Determining Damage ..................... 97
Knockback .................................... 98
Sygyl ...................................... 130
Powers ........................................... 33 Johnny Kwon .......................... 132
Other Combat Actions And Effects .. 99
Power Modifiers ............................ 43 Bill Ferguson .......................... 134
Dashana................................. 136
4 HERO System 5th Edition, Revised
STRENGTH
VERSUS INTRODUCTION archetypes and the game elements used to create
bricks and their intriguing abilities. At the end of
strength Brick: Slang term for a character whose main
the chapter there’s an extensive selection of “brick
tricks” — abilities and powers that represent some
attribute is high STR (usually coupled with a high of the things characters can do when they have
Throughout this book,
degree of resistance to injury). prodigious strength.
Strength (or STR) refers
to the HERO System —HERO System 5th Edition, Revised, page 16 Chapter Two, Smashing Fists And Bouncing

O
Characteristic and/or Bullets: Brick Campaigning, covers the subject of
ways to use it. The term ne of the most popular and enduring playing bricks and using them in the campaign. It
strength (uncapitalized) archetypes in legends and genre fiction is discusses combat tactics for bricks, expanded rules
refers to the concept the brick, or strongman — a character who for breaking things, optional “realistic” rules for
or uses of strength in
possesses phenomenal strength, usually throwing and lifting, and so forth.
a commonplace or
everyday sense. In game accompanied by equally-phenomenal resilience Chapter Three, A Pile Of Bricks, brings
terms, a character’s and endurance. Mythology gives us the first bricks, together the information and perspectives from the
Strength represents his in such forms as Hercules, Thor, Gilgamesh, and previous two chapters by presenting several sample
strength. Atlas — the stereotypical strongmen from whom brick characters. These characters cover a multitude
many later bricks derive thematically. Early adven- of genre and character types, showcasing the flex-
ture fiction developed these concepts into the likes ibility of the “brick” concept.
of Paul Bunyan and Doc Savage. So, roll up your sleeves and get ready for some
The brick really came into its own as a concept heavy lifting — it’s time to put your Strength to use!
with the debut of comic books, where not just high
strength but super-strength was possible. Some of STRENGTH AND REALISM
the most popular superheroes of all time — Super- Strength is unique among HERO System game
man, the Hulk, Captain Marvel, the Thing, and elements in that its usage and effects are easily
countless others — fight their foes with super-hard quantifiable in real world terms. There are no rules
fists and superhumanly-strong muscles. for how many joules of energy each die of Energy
With so much history behind them, it’s no Blast includes, for how INT correlates with IQ,
surprise that bricks are one of the most popular or for precisely how much pressure each point of
character archetypes for roleplaying games. From Force Field PD can withstand. But the rules say
Fantasy Hero to Champions and beyond, the high- exactly how much a person of a given STR can
STR character appears in just about every game both lift, and from that it’s a relatively simple matter to
as a player character and as an adversary for the determine how many newtons of force the charac-
PCs to defeat. Not only are bricks lots of fun in the ter can exert.
game — who can resist the excitement of swinging In the minds of some gamers, this raises all
the biggest sword, or throwing cars at a supervillain? sorts of concerns about “realism.” How hard can
— they’re relatively easy to create and play, making a character with, say, STR 60 really hit? How far
them an attractive choice for many gamers. can he really throw something? How closely do
The Ultimate Brick is Hero Games’s look at the the rules model what one can determine about the
rules for and uses of the Strength Characteristic physics of STR?
(STR) in the HERO System, and at characters who Generally speaking, the answer to these ques-
have high STR and related attributes. For the pur- tions, and others like them, is “Who cares?” This is a
poses of this book, a brick is any character whose game, not a physics textbook; it takes into account
strength (and usually resistance to injury as well) is many things other than the pure simulation of
greater than the average character in the campaign, “reality” (including, for example, game balance).
and who is defined to some degree by these attri- The HERO System is designed to reflect a “dra-
butes. In addition to expanding the rules and rules matic reality” within the context of a game, not to
options for such characters, The Ultimate Brick pro- precisely model “the real world.” After all, different
vides players and GMs with guidance on designing people often disagree as to exactly what’s “realis-
more interesting and distinctive brick characters tic” and what’s not in many situations. And given
and integrating bricks smoothly into a campaign, that most roleplaying campaigns involve fantastic
irrespective of genre. Since characters can do more powers that have never existed in the real world,
with STR the more they have, a lot of the informa- who’s to say exactly how something like high STR
tion in this book focuses primarily on Champions, would “really” work?
but it’s just as applicable to Fantasy giants (or wiz- Therefore, The Ultimate Brick devotes little
ards with STR-augmenting spells), science fiction attention or page space to issues of “realism.” Here
war-robots, cyber-warriors with artificial muscle and there (particularly on pages 114-15), in the
implants, and the like. interest of full coverage of various subjects you’ll
Chapter One, Strength Upon Strength: Build- find discussions of the “realistic” implications of
ing The Brick, is the main chapter in the book. It high STR — but even then, when rules are involved,
opens with a discussion of the rules for STR itself; they’re likely to depend on abbreviated or sum-
this section includes all the STR rules from the 5th marized real-world information. You won’t find a
Edition, Revised core rulebook, plus much more whole lot of science in here... just lots of informa-
information. Chapter One goes on to review brick tion and options to make your games even better!
chapter one:

BUILDING A BRICK
CHARACTER CREATION
6 ■ Building A Brick HERO System 5th Edition, Revised

STRENGTH
T
Action, not a Zero-Phase Action.
he Strength Characteristic represents the
STRENGTH ROLLS
character’s raw physical power: how much
damage he does in HTH Combat; how Normally, when you want to find out the effect
much he can lift, carry, and throw; and of exerting STR, you roll the character’s damage
so forth. STR also adds to the base values of PD, dice from STR (see the Expanded Strength Table)
REC, and STUN. and count the Normal Damage BODY. If two
One point of STR costs 1 Character Point. characters compete in a test of STR, each rolls his
Every +5 Character Points of STR represents +1d6 STR dice, and the character with the most BODY
damage and a doubling of the character’s lifting (or a predefined number of BODY) succeeds. In
capacity. some cases, it may be quicker to ask for a STR Roll
(9+(STR/5) or less) instead; the character who
CASUAL STRENGTH makes his roll by the most wins the contest.
Every character has a Casual STR equal to half The standard rules for Skill Versus Skill Rolls,
his STR. For example, a character with STR 40 has a which apply to Characteristic Roll contests such as
Casual STR of 20. STR Versus STR Rolls, indicate that the roll made
Casual STR is the STR the character can exert by the second character must equal or exceed the
without conscious effort or taking much time — in roll made by the character who initiated the contest
other words, when using it as a Zero-Phase Action. — in other words, ties go to the second character.
Characters use Casual STR to barge through As an option, the GM can rule that ties go to the
crowds, smash through minor obstacles, carry stronger character. That way a character with, say,
things effortlessly, and so on. Characters can also STR 21 derives a little extra benefit from spending
use Casual STR to shrug off Entangles and Grabs that extra point when he’s wrestling with a charac-
without wasting an Action (see pages 166, 387, and ter who has STR 20.
423 of the HERO System 5th Edition, Revised rule-
INCREMENTAL STRENGTH
book). A character may try to use his Casual STR to
break free from a Grab or Entangle in a Phase, and Sometimes characters want to buy their STR
if he fails then use his full STR to try again. in increments. Typically they do this so they can
Characters may use any method of increasing Partially Limit the STR, or for similar reasons. In
STR (such as a Movement Power, in some situa- this situation, the default rule is that all the STR
tions) to increase Casual STR, but all such methods adds together before you calculate damage, Leap-
only add half as much STR (or STR damage dice) ing, and the like. The GM may change this rule in
as they normally would. Furthermore, applying any the interest of common sense, dramatic sense, spe-
bonuses this way converts the use of Casual STR to cial effects, or maintaining game balance.
a Half Phase Action. Example: A character has STR 13, and buys
Using Casual STR costs END, though the char- +12 STR as a Power. He does 5d6 ((12+13)/5
acter only has to pay END for the STR used (not = 5) damage and can Leap 5”; he does not do
for his full STR) if that’s all he uses. As noted below, 4½d6 damage ((13/5 = 2.5) + (12/5 = 2)).
a character only pays END once per Phase for STR
no matter how many different ways he uses it; if However, you should derive STR-based Figured
the character later uses more than his Casual STR Characteristics, and the END cost for STR, on an
during a Phase, he has to pay the rest of the END incremental basis where possible, since different
required (see below for examples). modifiers (such as Reduced Endurance or Increased
If a character normally has a negative STR (as Endurance Cost) can affect them differently.
many small animals do), determine his Casual STR
COMBINED STRENGTH
by halving his normal lifting capacity (see below).
For example, -10 STR can lift 6.4 kg. Half of that is Sometimes two or more characters want to
3.2 kg. A -15 STR character can lift 3.2 kg, so the combine their STRs to accomplish some task none
character has a Casual STR of -15. of them can perform individually. For example, a
As stated on page 423 of the HERO System 5th group of brawny warriors might try to lift a port-
Edition, Revised rulebook, a character can never use cullis together. In that situation, add up all the char-
his Casual STR to attack another character or cause acters’ lifting capacities based on their individual
damage to him. The GM may waive this rule if STRs, then use that overall lifting capacity to deter-
desired, but if so, the use of Casual STR is an Attack mine the “group STR” score of the people involved
(use the next lowest STR rating if the lifting capac-
The Ultimate Brick ■ Chapter One 7

ity doesn’t match some rating exactly). character has to pay END once for each attack. “I’M AS STRONG
Example: Five cargo robots — STR 10, 15, 15, ENDURANCE AND PARTIAL STRENGTH AS TEN MEN!”
20, and 25, respectively — want to lift a cargo If a character uses only part of his STR during
pallet. Their lifting capacities are 100, 200, 200, It’s not uncommon in
a Phase, he only pays the END for the amount of some genres for char-
400, and 800 kilograms, respectively, for a total STR he used. If he uses more of his STR later in acters to define their
of 1,700 kg. Looking at the Expanded Strength that same Phase, he has to pay the rest of the END high STR as represent-
Table, that’s how much STR 30 could lift (actu- required. Similarly, if the character’s Leaping costs ing being as strong as
ally, it’s more than STR 30, but less than STR less END than the full END for his STR, and later some number of men.
31, so you round down to 30, the next lowest in the Phase he uses STR to the extent it costs more For example, a Golden
rating). Therefore, as a group, the five robots END than he used for his Leaping, he has to pay Age superhero might
have “STR 30” for lifting purposes. Here’s the difference in END when he uses his full STR. have the ability to make
hoping the pallet weighs less than 1,600 kg.... himself “as strong as
Example: Grond has STR 90, so his Casual ten men!,” or a Potion
STR is 45. On his Phase in Segment 6, he uses Of Threefold Strength
in a Fantasy Hero game
STRENGTH his Casual STR to escape from an Entangle.
This costs him 4 END. If that’s all he does in might make the imbiber

AND ENDURANCE that Phase, that’s all the END he spends for his
STR. However, if he then uses his full 90 STR
as strong as three men.

Using STR costs END — 1 END per In HERO System terms,


to hit someone, he has to pay the remainder
to determine the lifting
10 points of STR used in most cases (as an — 5 END — for a total of 9 END spent to use capacity of a group of
optional rule, some Heroic campaigns charge STR that Phase. If Grond decided to use only people, you combine
1 END per 5 STR used, due to the preva- STR 60 to hit, he’d only pay another their lifting capacities
lence of armed combat in those 2 END (for a total of 6); if he used from STR and then use
genres). However, a character just 45 STR to hit, he wouldn’t that total to determine
only has to pay the END have to pay any more END at a “group STR” for them.
cost for his STR once per all. Following that method,
Phase, regardless of how here’s how strong vari-
many different ways ous groups of men are
Example: Black Dia-
he uses it in a single (assuming they all have
mond has STR 60 10 STR):
Phase. For example, and Leaping 20”. She
suppose a charac- makes a Half Move 2 men = 15 STR
ter has STR 50. If (Leaping 10”),
he uses Casual 3 men = 18 STR
which costs her 1
STR to break END. Then she 4 men = 20 STR
out of a Grab, hits someone 5 men = 21 STR
then uses STR with her full 10 men = 26 STR
to punch an STR. Normally 15 men = 29 STR
enemy for 10d6 damage in using STR 60 would cost 6 END, but
that same Phase, he only pays 5 20 men = 31 STR
since she’s already paid 1 END for Leap-
END, even though he’s used his ing, she only has to pay the difference 25 men = 33 STR
STR in two different ways that — 5 END (for a total of 6 END for the 30 men = 34 STR
Phase. Phase). 40 men = 36 STR
This rule includes the 50 men = 38 STR
inches of Leaping a character ENDURANCE FOR STRENGTH IN 100 men = 43 STR
receives from his STR — as OFF SEGMENTS
long as he uses no more inches
If a character uses his STR on a Seg-
of Leaping than that, the END
ment in which he doesn’t have a Phase
cost is part of the overall END
— for example, if he’s Grabbed in a Seg-
expenditure for using STR in
ment and immediately makes a Casual
that Phase. If the character
STR Roll to see if the Grab affects him
uses any additional inches
— he pays END for that STR in that
of Leaping (extra inches he’s
Segment, just as he would if using that
purchased, for example), then
STR in one of his Phases. However, a
he pays END for those inches at
character does not have to pay END for
the normal rate.
maintaining a STR-based attack (such as a
On the other hand, this
Grab) during Segments in which he doesn’t
rule does not apply to STR-based
have a Phase.
attacks (punches, HAs, HKAs,
and so on) with the Autofire Example: Herculan has STR 40, SPD 6. An
Advantage, to the use of enemy Grabs him in Segment 5. Herculan
STR to Sweep one or more immediately makes a Casual STR roll
targets, or to any other (STR 20) to see if the Grab affects him.
situation or game element This costs him 2 END. If he uses his
that would allow a character to make two or more STR again on his Phase in Segment 6,
STR-based attacks in a Phase. In those situations, the he pays the normal END cost for doing
8 ■ Building A Brick HERO System 5th Edition, Revised
WEIGHTLIFTING so; the END paid in Segment 5 doesn’t “roll over
RECORDS to” his use of STR in Segment 6. INCREASED DAMAGE
Due to the plethora of REDUCED ENDURANCE DIFFERENTIATION
organizations for weight- If a character wants to buy Reduced Endur- STR Damage
lifters and weightlifting, ance for his STR, he calculates the cost of the 10 2d6
the numerous categories 11 2d6
Advantage based on the value of the STR Charac-
(based on body weight, 12 2d6+1
age, and gender) for teristic — not just the points he paid for it, but for
13 2½d6
weightlifting, and other the entire value. For example, if Herculan wanted to 14 3d6-1
considerations, determin- buy Reduced Endurance (0 END; +½) on 40 STR 15 3d6
ing real-world records for (which cost him 30 Character Points), he would 16 3d6
weightlifting sometimes pay 20 Character Points (40 x (1 + ½) - 40). 17 3d6+1
proves difficult. Accord- Reduced Endurance purchased for a character’s 18 3½d6
ing to the Guinness Book STR does not automatically apply to his STR-based 19 4d6-1
Of World Records 2003, forms of movement (Running, Leaping, Swimming, 20 4d6
which uses the standards and so forth). They still cost END at the normal rate;
of the International
if a character wants to reduce their END cost, he than the DEF+BODY of the boulder (24). If he
Weightlifting Federation,
the following records must buy Reduced Endurance for them individually. hits someone with a light wooden desk (DEF 3,
apply for the over-105 CHARGES BODY 3), he only does 6d6 Normal Damage,
kg body weight category since the DEF+BODY of the object (6) is lower
for men: Sometimes a character purchases extra STR
than his base damage from STR.
with the Limitation Charges. In that case, the extra
Snatch: 212.5 kg
STR doesn’t cost END, but the character’s standard
Clean And Jerk: 262.5 kg INCREASED DAMAGE DIFFERENTIATION
STR costs END at the normal rate.
(the “world standard”) The GM can, if he wishes, allow for greater dif-
ferentiation of dice of damage than just whole and
Typically, the best male
weightlifters in the world
STRENGTH DAMAGE half dice. This provides more incentive for characters
to buy odd values of STR, and also allows for greater
can lift about 2.5 times In many ways, STR is primarily an offensive variation among characters in Heroic genres.
their own body weight in ability — an Attack Power in Characteristic form,
the snatch, and as much Using this system, values of STR ending in
so to speak. It allows a character to do Normal 0 or 5 remain whole dice, and values ending in 3
as three times their own
Damage in HTH Combat, whether by punching a
body weight in the clean
and jerk. target, picking up an object
and hitting the target with it,
The comparative totals or the like. He can also throw
for the strongest wom- things at other characters
en’s category, over-75 kg, (see Throwing, below).
are a snatch lift of 135 As indicated in the
kg and a clean and jerk Expanded Strength Table, a
of 160.5 kg. character does 1d6 Normal
Damage for every 5 full points
of STR. At the “3” and “8”
breakpoints, he adds a half die
of damage (some GMs forbid
the use of this half-die to save
time during the game). This
assumes the character hits the
target with his bare hands;
if he hits the target with an
object, the rules on page 447
of the HERO System 5th Edi-
tion, Revised rulebook apply
to limit the damage to the
lower of the character’s STR
damage or a number of dice
equal to the DEF+BODY of
the object.
Example: Bulldozer has
STR 50. Ordinarily he does
10d6 Normal Damage
when he punches someone.
If he hits someone with a
boulder (DEF 5, BODY
19), he still does just 10d6
damage, since 10 is less
The Ultimate Brick ■ Chapter One 9

or 8 remain the half-die breakpoint. Additionally,


values ending in 2 or 7 add +1 point of damage, LIFTING MODIFIERS
and values ending in 4 or 9 use the next highest die Circumstance Modifier
and subtract 1 point of damage. The accompanying Using only one hand (or half or less of -5 STR (i.e., half lifting
tables show what STRs 10-20 look like using this character’s manipulatory limbs capacity)
system. Nature of object lifted
Weight shifts frequently -1 to -10 STR
Object is bulky or poorly balanced -1 to -10 STR
LIFTING Grip
The second most important ability that STR Good grip -0 STR
provides a character is that it indicates his lifting Poor grip -3 to -10 STR
Very poor grip -10 to -20 STR (or worse)
capacity. The Expanded Strength Table lists the
amount of weight a character can lift based on Lifting surface
his STR. This represents the maximum amount of Solid/strong surface -0 STR
weight he can just manage to lift off the ground, Weak surface -5 to -10 STR
Very weak surface -10 to -20 STR (or worse)
stagger with for a step or two, then drop. (Simi-
larly, it represents the maximum amount of weight Character’s balance
he can drag or pull; given the definition of lifting Character is well-balanced -0 STR
capacity, a character must be able to lift an object to Character is slightly off balance -3 to -5 STR
Character is severely off balance -5 to -10 STR
move it these ways.) He can easily carry or lift the
Character is completely off balance -10 to -20 STR (or worse)
weight which he can pick up with his Casual STR.
(See below for other parameters.) Surface: The solidity/strength required of the surface on which a character’s standing
Regardless of a character’s carrying capacity, can vary depending on what he’s lifting — the heavier the object, the more stable and
solid the surface needs to be to support him.
carrying more than a certain amount of weight
may encumber him (see HERO System 5th Edition, Balance: The GM can also use “balance” factors to represent poor footing or like circum-
Revised, page 379). In some cases, a character can stances — any environmental condition (other than surface solidity) that might prevent
Push his STR and lift even more for brief periods the character from exerting his full STR. If appropriate, the GM may have the character
make a DEX Roll to determine how well balanced or “planted” he is. (Similarly, he may
(see HERO System 5th Edition, Revised, page 287).
require a DEX Roll to determine how good a grip the character has on an object.)
LIFTING MODIFIERS
OPTIONAL LIFTING PARAMETERS
Numerous conditions can affect a character’s
At the GM’s discretion, the following optional
lifting capacity. The most important of these is how
parameters for other forms of lifting apply:
many hands he uses: if a character lifts with one
hand (or half or less of his manipulatory limbs), ■ Bench Press (lying down, lifting object to the full
he’s at -5 STR for lifting purposes — in other words, extent of one’s arms): 75% of the character’s full
he’s only got half of his normal lifting capacity. The lifting capacity
accompanying table lists other suggested modifiers, ■ Clean And Jerk (lifting a weight from the floor to
based on the nature of the object lifted and other one’s chest in one movement, then lifting it to a full
circumstances; the GM may apply them as he sees fit. arms’ extension over one’s head in a second move-
REALISM AND LIFTING ment and holding it there motionless until allowed to
release it): 50% of the character’s full lifting capacity
Realistically, even if a character’s STR allows
him to lift large objects, doing so may not be pos- ■ Dead Lift (using the legs and back to lift a weight
sible. Getting a grip on something as large and from floor to hip level): 90% of the character’s full
bulky as a building or car might not be practical, lifting capacity
and most large objects would break if lifted. ■ Leg Press (using a special type of fitness machine
But realism often doesn’t apply in adventure to lift with one’s legs): Double the character’s full
stories. For example, comic book bricks routinely lifting capacity (i.e., use +5 STR to determine his
toss around buildings, battleships, and other enor- lifting capability).
mous objects without any difficulty. As noted in
■ Snatch (in a single movement, lifting a weight
Champions, in a comic book setting those objects
from the floor to a full arms’ extension over one’s
tend to have a lot more physical integrity than they
head, then holding it there motionless until allowed
do in the real world.
to release it): 40% of the character’s full lifting
The GM has to determine just how “realistic”
capacity
he wants his campaign setting to be. The higher the
degree of realism, the more restricted characters’
For example, a character with STR 40 can lift
use of high STR tends to be, since the world around
a maximum of 6,400 kg — that’s as much as he can
them can’t tolerate comic book-style uses of STR.
barely get off the ground and stagger with for a step
Lower degrees of realism allow bricks to pull all sorts
or two. Using these optional rules, he can bench
of “stunts” and “brick tricks” without worrying about
press 4,800 kg, clean and jerk 3,200 kg, dead lift
real-world science. The GM chooses the “realism
5,760 kg, leg press 12,500 kg, and snatch 2,560 kg
level” based on the feel he wants for the game. (See
— any one of which puts him thousands of kilo-
Champions, page 163, for more information.)
grams ahead of the real world’s strongest people.
See page 114-15 for rules for “realistic” use of
STR.
10 ■ Building A Brick HERO System 5th Edition, Revised

EXPANDED STRENGTH TABLE


LIFT DAMAGE MODERN FANTASY SCIENCE FICTION
STRENGTH (KG) (HEXES) LEAP EXAMPLES EXAMPLES EXAMPLES
-50 .025 — — Mouse
-45 .05 — — Golf ball, egg Arrow
-40 .1 — — Baseball Blowgun, small sling
-35 .2 — —
-30 .4 — — Grenade, football,
fist-sized rock Knife
-29 .5 — —
-28 .5 — —
-27 .6 — — Basketball
-26 .7 — —
-25 .8 — — Dagger, javelin,
quiver of 20 arrows/bolts
-24 .9 — — Baseball bat
-23 1.0 — — Pistol Short sword, light bow Laser pistol
-22 1.2 — — HERO System 5th Edition, Revised rulebook
-21 1.4 — —
-20 1.6 — — Pineapple, binoculars Longsword, battle axe,
mace, light crossbow, spear
-19 1.8 — —
-18 2.0 — — Clay brick
-17 2.4 — —
-16 2.8 — — Laptop computer
-15 3.2 — — Submachine gun Sm. wooden shield, helmet Blaster carbine
-14 3.6 — — Human infant, rabbit
-13 4.0 — — Rifle, DVD player Small metal shield Blaster rifle
-12 4.8 — — Housecat
-11 5.6 — — Laptop computer
-10 6.4 — — Assault rifle Heavy crossbow,
Lg. wooden shield,
one stone (unit of weight) Assault blaster
-9 7.2 — — Bowling ball
-8 8.0 — — Shotput Two-handed sword, arbalest,
Lg. metal shield
-7 9.5 — — Average dog
-6 11 — —
-5 12.5 — — Machine gun, wooden
dining room chair Chainmail hauberk Blaster MG
-4 14 — —
-3 16 — — Tavern bench
-2 19 — — Small leather office chair,
desktop computer
-1 22 — — Large machine gun,
large leather office chair
0 25 — — Full suitcase, small missile,
TV set, bicycle, desktop
computer monitor Two chainmail hauberks
1 29 — — Human child
2 33 — — Coffee table
3 37.5 ½d6 ½” Small refrigerator,
dishwasher Suit of plate armor
4 44 ½d6 ½” Caber (average)
5 50 1d6 1” Adolescent human,
recliner, light dining
room table Suit of plate barding
6 58 1d6 1” Small grandfather
clock, wall safe
7 67 1d6 1” Chest of drawers,
heavy dining room table,
manhole cover (average)
8 75 1½d6 1½” Brass bed, loveseat,
washing machine Dwarf
9 88 1½d6 1½” Sofa, railroad tie
10 100 2d6 2” Adult human, large
grandfather clock, large
wooden desk Man, elf Man, Small
computer console
The Ultimate Brick ■ Chapter One 11

EXPANDED STRENGTH TABLE (CONTINUED)


LIFT DAMAGE MODERN FANTASY SCIENCE FICTION
STRENGTH (KG) (HEXES) LEAP EXAMPLES EXAMPLES EXAMPLES
11 117 2d6 2” Small floor safe, anvil (average)
12 133 2d6 2” Large wooden bed,
china hutch, side of beef Heavyworlder man
13 150 2½d6 2½” Refrigerator Man in armor and equipment
14 175 2½d6 2½” Wooden armoire
15 200 3d6 3” Piano, motorcycle, Two men, wild boar, Hoverscooter,
wooden wardrobe, barrell of beer, python medium computer
large wooden console
bookshelf, large wooden
computer desk set,
manhole cover (large)
16 233 3d6 3” Wooden entertainment center
17 267 3d6 3”
18 300 3½d6 3½” Medium floor safe Two men in armor and equipment
19 350 3½d6 3½” Billiard table, football goalposts
20 400 4d6 4” Chariot, Grizzly bear Hoverbike, Large
computer console
21 467 4d6 4”
22 533 4d6 4” Moose
23 600 4½d6 4½” Sailboat, cow Sailboat, horse
24 700 4½d6 4½” Cropduster, small civilian
helicopter, large floor safe
25 800 5d6 5” Small trailer, sportscar Horse and rider, large
polar bear, stagecoach
26 933 5d6 5” Liberty Bell
27 1,067 5d6 5” B43 1-megaton
nuclear bomb
28 1,200 5½d6 5½” Medium missile Two horses
29 1,400 5½d6 5½”
30 1,600 6d6 6” Small car, large missile Two horses and riders, catapult Hovercar
31 1,867 6d6 6” Telephone pole (average
wooden), stegosaurus
32 2,133 6d6 6”
33 2,400 6½d6 6½” Large civilian helicopter
34 2,800 6½d6 6½” Small military helicopter
35 3,200 7d6 7” Truck, limousine Small elephant
36 3,733 7d6 7”
37 4,267 7d6 7” B53 9-megaton nuclear bomb
38 4,800 7½d6 7½” Large military helicopter
39 5,600 7½d6 7½”
40 6,400 8d6 8” Small jet, tank Large elephant, small trebuchet
41 7,467 8d6 8” Light jetfighter,
tyrannosaurus rex
42 8,533 8d6 8” Polaris A-1 missile
43 9,600 8½d6 8½” Business jet, CH-47D
Chinook helicopter
44 11 tons 8½d6 8½” Triceratops
45 12.5 tons 9d6 9” Jetfighter, subway car Heavy trebuchet
46 15 tons 9d6 9” Heavy jetfighter
47 17 tons 9d6 9” Polaris A-3 missile
48 19 tons 9½d6 9½” Very small ICBM
49 22 tons 9½d6 9½” Infantry fighting vehicle
50 25 tons 10d6 10” Frigate, airship Small standing stone Space tug
51 29 tons 10d6 10” Small tank, apatosaurus
52 33 tons 10d6 10” Small ICBM
53 37.5 tons 10½d6 10½”
54 44 tons 10½d6 10½” Olmec stone head Large standing stone Starcruiser
55 50 tons 11d6 11” Bulldozer, main battle tank,
Easter Island stone head,
sperm whale
56 58 tons 11d6 11” Trident II missile
57 67 tons 11d6 11” Dump truck, electro-diesel
train car, jetliner
12 ■ Building A Brick HERO System 5th Edition, Revised

EXPANDED STRENGTH TABLE (CONTINUED)


LIFT DAMAGE MODERN FANTASY SCIENCE FICTION
STRENGTH (KG) (HEXES) LEAP EXAMPLES EXAMPLES EXAMPLES
58 75 tons 11½d6 11½” Concorde
59 88 tons 11½d6 11½” B-52H Stratofortress, Stonehenge
stone, Washington Monument,
bank vault door
60 100 tons 12d6 12” Space Shuttle (without booster Two large standing stones Starship
rockets), blue whale, bulldozer
61 117 tons 12d6 12”
62 133 tons 12d6 12” Mir Space Station
63 150 tons 12½d6 12½” Titan II rocket
64 175 tons 12½d6 12½”
65 200 tons 13d6 13” Large ICBM, Spruce Large starships
Goose, Statue of Liberty
66 233 tons 13d6 13”
67 267 tons 13d6 13” Bank vault (entire, including door)
68 300 tons 13½d6 13½” Very large ICBM
69 350 tons 13½d6 13½”
70 400 tons 14d6 14” Trawler Very large starship
71 467 tons 14d6 14”
72 533 tons 14d6 14” Redwood tree
73 600 tons 14½d6 14½”
74 700 tons 14½d6 14½”
75 800 tons 15d6 15” Drilling rig
76 933 tons 15d6 15”
77 1 kton 15d6 15”
78 1.2 ktons 15½d6 15½” Sequoia tree
79 1.4 ktons 15½d6 15½”
80 1.6 ktons 16d6 16” Small bridge, freighter (unloaded) Small stone bridge
81 1.9 ktons 16d6 16”
82 2 ktons 16d6 16” Space Shuttle (with booster rockets)
83 2.4 ktons 16½d6 16½”
84 2.8 ktons 16½d6 16½”
85 3.2 ktons 17d6 17” Freighter (loaded), Cape Large stone bridge
Hatteras Lighthouse
86 3.7 ktons 17d6 17”
87 4.3 ktons 17d6 17”
88 4.8 ktons 17½d6 17½”
89 5.6 ktons 17½d6 17½” Small cruiser (unloaded)
90 6.4 ktons 18d6 18” Destroyer (unloaded) Enormous stone bridge
91 7.5 ktons 18d6 18” Eiffel Tower, small cruiser (loaded)
92 8.5 ktons 18d6 18”
93 9.6 ktons 18½d6 18½” Destroyer (loaded),
small submarine
94 11 ktons 18½d6 18½” Large cruiser (unloaded),
small cruise ship
95 12.5 ktons 19d6 19” Temple
96 15 ktons 19d6 19”
97 17 ktons 19d6 19” Large cruiser (loaded)
98 19 ktons 19½d6 19½” Large submarine
99 22 ktons 19½d6 19½”
100 25 ktons 20d6 20” Large bridge Castle
105 50 ktons 21d6 21” St. Louis Gateway
Arch, medium cruise ship
110 100 ktons 22d6 22” Aircraft carrier (loaded),
large cruise ship Large castle
115 200 ktons 23d6 23”
120 400 ktons 24d6 24” Empire State Building
125 800 ktons 25d6 25” Golden Gate Bridge
130 1.6 mtons 26d6 26”
135 3.2 mtons 27d6 27”
140 6.4 mtons 28d6 28” Great Pyramid of Giza (est.)
145 12.5 mtons 29d6 29” Asteroid (small)
150 25 mtons 30d6 30”
The Ultimate Brick ■ Chapter One 13

EXPANDED STRENGTH TABLE (CONTINUED)


LIFT DAMAGE MODERN FANTASY SCIENCE FICTION
STRENGTH (KG) (HEXES) LEAP EXAMPLES EXAMPLES EXAMPLES
155 50 mtons 31d6 31”
160 100 mtons 32d6 32”
165 200 mtons 33d6 33”
170 400 mtons 34d6 34”
175 800 mtons 35d6 35”
180 1.6 gtons 36d6 36”
185 3.2 gtons 37d6 37”
190 6.4 gtons 38d6 38” Asteroid (medium)
195 12.5 gtons 39d6 39” Comet (typical)
200 25 gtons 40d6 40”

kton: kiloton (1,000 metric tons)


mton: megaton (1 million metric tons)
gton: gigaton (1 billion metric tons)
Lift: The maximum amount of weight the character can usually just manage to lift off the ground, stagger with for a step or two, then drop, in kilograms
(1 kg = 2.2 pounds) or metric tons. This assumes a solid lifting surface; see text for various modifiers.
Damage: Normal Damage in HTH Combat
Leap: Running broad jump forward, distance in hexes. Running jumps upward and standing jumps are half this distance; standing jumps upward are
one-fourth this distance.
Examples: Where necessary, examples are typically rounded up to the next highest rating of lifting capacity. For the masses of some sample objects too
large to appear on this table, see page 103.
14 ■ Building A Brick HERO System 5th Edition, Revised

LEAPING SIZE, MASS, AND LEAPING


As an optional rule, the GM may base a char-
The leaping distances listed in the Expanded acter’s total leaping distance on his mass — after
Strength Table are based on a running broad jump all, heavier characters have more to lift when they
— the character takes a step or two and leaps. (This jump. To determine the leaping distance for charac-
does not mean that he’s required to make a Half ters who are heavier than normal, move down the
Move or the like; the “step or two” are part of the Strength Chart 5 STR for every 2x mass; for char-
overall distance he covers with his leap.) He may acters who are lighter than normal, move up 5 STR
leap for a Full Move or Half Move. The table indi- for every x½ mass. Thus, characters with Growth
cates forward leaping distance; a character may leap or Density Increase cannot intrinsically leap fur-
upward half the distance which he can leap forward ther than characters of normal size and weight just
(this distance defines how far off the ground the because they gain some STR from those Powers.
character’s shoulders are at the uppermost point of Characters with Shrinking can leap further than
the leap). Without a running start, a character can normal (+3” for every level of Shrinking) unless
only leap half as far (or one-fourth as far upward). they buy down their STR.
In Heroic campaigns, fast-moving charac-
ters can leap further: for every +1” of Running a Example: A puppy isn’t very strong (STR -15).
character has above the normal Run of 6”, add +1 This would normally mean it couldn’t jump.
meter (½”) to the jump distance when he makes a However, it only weighs 6.25 kg (1/16 normal
Running Leap. (The character doesn’t have to use human mass). Therefore it gets +20 STR for
his Running in conjunction with his Leap — he just determining Jumping distance, meaning it can
has to have paid for the extra Running — but the jump 1” with a running start.
extra inches only apply with Running Leaps.) Char- Now it’s Leadboy’s turn. He weighs 25 tons due
acters in any campaign may also leap further if they to Density Increase. He has a 60 STR, but all of
buy the Power Leaping (see page 40). it except 10 STR is from DI. He can only jump
The END cost for Leaping is 1 END per 10 4” with a running start.
Active Points of Leaping — typically this means 1
END per 10” Leaping. However, the rules for only Realistic Leaping
using END for STR once per Phase may affect this; For more “realistic” rules for Leaping, see page
see page 7. 115.
The Ultimate Brick ■ Chapter One 15

THROWING THINGS the “Throwing Strength” used with the Throwing


Table. Just cross-reference the extra STR with the
Characters often throw things. Fantasy char- type of throw the character uses to find out how far
acters throw beer mugs in barroom brawls just as he throws the object. (This “extra STR” only deter-
superheroes toss cars up and down the street. When mines how far the character can throw an object;
characters aren’t hurling grenades and rocks at each use his full STR to determine damage from the
other, they throw each other off cliffs or toss car throw, if applicable.)
keys across yawning chasms. Frequently, an impro- Types Of Throws
vised thrown weapon is the only way a character There are three ways for a character to throw
can attack an opponent at range — brick characters an object.
often lack any other form of Ranged attack.
A Prone Throw is any throw made when the char-
THROWING DISTANCE acter is not standing (sitting, lying down, on his
To determine how far a character can throw knees, and so forth).
something, the GM should consider three factors: A Standing Throw is any throw made when the
how strong the character is; how heavy the object character is standing but not moving.
is; and how the character throws the object.
A Running Throw is any throw made when the
STR Versus Object Weight character is standing and moving, using his
Compare the character’s STR to the STR momentum to improve the length of his throw. The
necessary for the character to pick up the object. character must make at least a full Half Move to
Subtract the latter from the former; the result is make a Running Throw. (Alternately, the GM can
establish some flat amount of movement, such as
3”, needed to make a Running Throw; he may also
THROWING TABLE allow a character to make a Running Throw by
declaring the Throw a Full Phase Action involving
Throwing Running Standing Prone
Strength Throw Throw Throw a “windup,” as in the sport of hammer-throwing.)
0 0” 0” 0” Typically, characters can make Running Throws
3 2” 1” ½” while Running, Flying, Gliding, or Swinging; at the
5 4” 2” 1” GM’s option, a Running Throw can be made with
8 6” 3” 1½” other Movement Powers as well (but not Telepor-
10 8” 4” 2” tation or Extra-Dimensional Movement, which
13 10” 5” 2½” involve no momentum).
15 12” 6” 3”
18 14” 7” 3½” Given the special effects principle underlying
20 16” 8” 4”
the HERO System, a throw doesn’t literally have to
23 18” 9” 4½”
25 20” 10” 5” be a throw. It could represent punching someone so
28 22” 11” 5½” hard that they fly halfway across town, or punting an
30 24” 12” 6” annoying enemy. As long as the character has to Grab
33 26” 13” 6½” the target first, the target only takes the character’s
35 28” 14” 7” STR damage when he lands (and nothing more), and
38 30” 15” 7½” the standard throw penalties apply, what the “throw”
40 32” 16” 8” looks like in dramatic terms doesn’t matter.
43 34” 17” 8½”
45 36” 18” 9” Example: Sgt. Barnes (STR 15) throws a large
48 38” 19” 9½” grenade. A character needs a STR of -25 to
50 40” 20” 10” pick a heavy grenade up. Therefore, Barnes has
53 42” 21” 10½” 40 STR more than he needs to lift it. As indi-
55 44” 22” 11” cated on the Throwing Table, if he performs a
58 46” 23” 11½” Running Throw (i.e., he runs half his inches of
60 48” 24” 12”
movement and then lobs the grenade), he can
63 50” 25” 12½”
65 52” 26” 13” toss the grenade 32”, or 64 meters. If he merely
68 54” 27” 13½” stands and throws it, he can lob it 16”, or 32
70 56” 28” 14” meters. If he’s lying on his stomach, he obviously
73 58” 29” 14½” can’t throw at optimum performance — he can
75 60” 30” 15” only heave the thing 8”, or 16 meters.
78 62” 31” 15½”
80 64” 32” 16” As a default rule, throwing an object upward
83 66” 33” 16½” does not affect the distance of the throw. If the GM
85 68” 34” 17” wants to be more “realistic,” he can halve the dis-
88 70” 35” 17½” tance of upward throws, in much the same way that
90 72” 36” 18” upwards movement is halved.
93 74” 37” 18½” A character can increase the distance he
95 76” 38” 19” Throws an object by subtracting damage from the
98 78” 39” 19½” Throw. For every -1d6 of damage, he can Throw the
100 80” 40” 20”
target +1”.
16 ■ Building A Brick HERO System 5th Edition, Revised

Incremental Throwing Distance Example: The Visigoth has STR 60, meaning
Running Throw distances go up by increments he can do up to 12d6 damage. If he throws a
of 2”. At the GM’s option, characters with STRs boulder at someone (DEF 5, BODY 13), he does
ending in 2 or 7 may throw an object for the inter- his usual 12d6 of damage. If he threw a lamp-
mediate extra inch. For example, a character with post (DEF 5, BODY 3), he could only do 8d6
17 Throwing STR could throw an object 13”, while damage, since the maximum damage he can do
one with 42 Throwing STR could throw one 33”. is his STR damage or the DEF+BODY of the
thrown object, whichever is less.
Hang Time
As a default for the HERO System, a thrown If a character picks up another character
object travels the full distance thrown immediately; and throws him into something — the ground, a
there’s no “hang time” or delay in reaching a distant wall, a vehicle, or the like — the victim takes the
target. The GM may, if he wishes, develop rules for character’s full STR damage (or as much of his STR
arc, wind resistance, and the like, or adapt the rules damage as the character cares to use).
for long-distance Leaping to thrown objects.
The Range Modifier
Realistic Throwing The Range Modifier applies to attacks made
For more “realistic” rules for throwing objects, by throwing an object. An object’s shape affects
see page 114. the Range Modifier, as indicated by the Thrown
Objects Range Modifier Table.
THROWING DAMAGE
The GM determines whether a particular
Characters often want to throw objects not object is balanced or aerodynamic.
for distance, but as a form of attack. This requires a
standard Attack Action and Attack Roll, modified CATCHING THROWN OBJECTS
by the balance and aerodynamic properties of the If a thrown object is bought by the thrower as
object (see below) and possibly the object’s size and an ability or gadget (such as a drug-tipped dart or a
shape (see page 382 of the HERO System 5th Edition, thrown billy club), or is defined with Powers or other
Revised rulebook). The damage done by throwing game elements, usually characters cannot catch it
an object is the same as
that for using an object to
hit someone with in HTH THROWN OBJECTS RANGE MODIFIER TABLE
Combat: the thrower’s
Range Modifier Object is
STR damage, up to the Normal Balanced and aerodynamic (a boomerang, a spear)
DEF+BODY of the object -2 Balanced but not aerodynamic (a tomahawk, a grenade, most rocks)
in dice. -2 Aerodynamic but not balanced (a jetpack)
-4 Neither balanced nor aerodynamic (another character, a bale of hay)
The Ultimate Brick ■ Chapter One 17

unless they pay Character Points for that ability (typi- Disarm or Grab) lets him apply 5 STR to accom-
cally this is bought as some form of Missile Deflec- plish that effect. (GMs desiring greater “realism” can
tion) and use the rules for that ability. reduce this by -1 STR per full -5 STR the character
In the case of ordinary objects used as has, to a minimum of 1 STR.)
impromptu thrown weapons (boulders, cars, beer
NEGATIVE STRENGTH AND MOVEMENT
mugs, and the like), the GM has several options.
First, he can only allow characters to catch them as Negative STR impairs a character’s STR-based
if they were bought attacks (i.e., if they’ve paid for movement. Typically this includes Running, Swim-
the ability to do so). ming, Swinging, Tunnelling, and Flight or Gliding
Second, he can allow characters to catch based on muscle power (such as most types of wings).
impromptu missiles by making a roll of some sort. At STR 0, halve the character’s STR-based movement;
Typically this means a DEX Roll, but possibly an halve it again for every -10 points of STR (rounding
OCV versus OCV “Attack Roll” (similar to the roll down). The GM may choose to allow a character a
made for a Block). The size of the object may modify minimum of 1” full move (a crawl) until he reaches
the roll (see page 382 of the HERO System 5th Edition, -30 or -STR (whichever is better for the character). A
Revised rulebook). The GM may rule that characters hero with a STR of 15 and a ground movement of 6”
can only do this if they Abort to this Action (or have would have 3” of movement at STR 0, 1” of movement
a Held Action), or he may allow them to do it as an at STR -10, and 0” of movement at -20 STR (or per-
Action that takes no time. haps a minimum of 1” in a crawl).
If a character catches an impromptu thrown The Expanded Strength Table indicates the
weapon using these rules, he takes no damage from effects of negative STR on Leaping — at STR 0 and
it and has it in his hand; he may, if appropriate, throw below, characters have no inches of Leaping derived
it at someone when he next has the opportunity to from STR at all. If a character with 0 or lower STR
make an Attack Action. If he fails to catch the object, has some outside or artificial means of increasing
the attacker still has to succeed with the Attack Roll his Leaping (purchased extra inches of Leaping,
to hit him. enchanted Boots of the Cricket that allow him to
If a character wants to catch a thrown object Leap further than normal, or the like), then the
that’s not an attack, but for some other reason (to halving effects of negative STR apply to that “extra
keep it from hitting the ground and breaking, to score Leaping” in the standard manner described above.
the game-winning touchdown, or the like), typically In most cases the GM should allow characters a
he makes a DEX Roll, as described above, to do so. minimum of 1” Leaping.
NEGATIVE STRENGTH AND DCV
NEGATIVE STRENGTH Negative STR affects DCV the same way it
affects movement: halve DCV at STR 0 and again
The Strength Table describes the lifting capac- at every -10 STR thereafter. At -30 STR (or the
ity and other effects of negative STR. Some addi- negative of his initial STR value, whichever is better
tional considerations and rules apply. for the character), he has DCV 0.
Rules for the effect of negative STR on move-
ment and DCV generally only apply when a char- OTHER RULES
acter with positive STR is Drained or otherwise For every 2x mass a character has above the
reduced to negative STR. Beings with natural nega- standard human mass of 100 kg, the effects of nega-
tive STR, such as many small animals, don’t nor- tive STR on movement and DCV occur 5 points of
mally suffer such effects, but might if their STR was STR sooner, while for every x½ mass they occur 5
Drained or reduced below its normal level. points of STR later. Other aspects of negative STR
(the need to make STR Rolls to perform Actions, and
NEGATIVE STRENGTH AND DAMAGE the like) are not affected by the character’s mass.
Characters with 0 STR or a negative STR do
no STR damage when they strike without a weapon, Example: Moth Girl has x¼ mass due to her
unless they use a Maneuver which adds damage Shrinking, so her movement and DCV aren’t
(such as a Martial Strike). If they try to wield a affected until -10 STR. On the other hand, Iron-
weapon in a campaign which uses the STR Minima clad weighs 2,000 kilograms (20 times normal
rules, those rules apply normally (making it unlikely human mass, which falls into the “x32” [or “five
they can do much damage with most weapons). doublings”] category for doubling purposes),
If a character has 0 or negative STR, a so he begins to suffer the movement and DCV
Combat/Martial Maneuver lets him do 1d6 STR effects of negative STR at STR 25.
damage, add +1 DC to a Normal Damage weapon, If a character with negative STR wishes to use
or add +0 DC to a Killing Damage weapon. STR to perform an Action, he must succeed with a
If a character has 1 or higher STR, a Combat/ STR Roll. This includes Actions such as aiming an
Martial Maneuver lets him double the damage he’d attack, pulling a trigger, or changing a clip. Using a
do with STR or a weapon, per the normal rules (again Power doesn’t require a STR Roll per se; but while
subject to STR Minimum and other such rules). a character may be able to trigger his Energy Blast
Other exceptions, such as for adding Normal without a STR Roll, he’ll need to make a STR Roll
Damage in Superheroic campaigns, may also apply. to aim his attack at his target. If a character has
If a character has zero or negative STR, an bought a power with the Gestures Limitation, he
Exert-based Combat/Martial Maneuver (such as a
18 ■ Building A Brick HERO System 5th Edition, Revised
Example: Grond (STR 90) wants the ability to
do a “Shockwave” — to slam the ground with
his fists and damage anyone standing nearby.
He buys that as a naked Explosion Advantage
for his STR, with certain Power Modifiers:
Explosion for up to 90 STR, Hole In The Middle
(the one hex Grond stands in when he uses the
power; +¼) (56 Active Points); Only Affects
Targets On The Ground (-¼), Extra Time (Full
Phase; -½), Only Does Knockdown, Not Knock-
back (-0). Total cost: 32 points.

Example: Durak (STR 70) can smash his ene-


mies around the battlefield as if they were cro-
quet balls. To reflect this, he buys an Advantage
for his STR:
Double Knockback (+¾) for up to 70 STR.
Total cost: 52 points.
Many abilities defined as naked Advantages
for STR take the Limitation Requires A Brick Tricks
Roll, representing how a character uses his combat
experience and finesse to obtain an unusual result.
A naked Variable Advantage for STR is a good way
to simulate many different “brick tricks” like this.
Morningstar (Conquerors, Killers, And Crooks, page
182) has such an ability. See pages 49-86 for many
example brick tricks.
If a character has a negative STR (as many
small animals do) and wants to apply a naked
Advantage to his STR, assume the STR has a cost
of 1 Character Point for purposes of calculating the
must succeed with a STR Roll to use that power. cost of the Advantage (though as always, the mini-
When a character has less than -30 STR (or the mum cost of anything is 1 Character Point).
negative of his initial STR value, whichever is better
ADVANTAGES FOR PARTIAL STRENGTH
for him), he cannot move at all (but may still trig-
ger Powers which don’t require motion). Sometimes a character wants to buy an Advan-
tage for only part of his STR. For example, he might
Example: Herculan has STR 40. When he have STR 60, but buys Armor Piercing as a naked
reaches STR -40, he can’t move at all. Morn- Advantage for only STR 40. In this case, the Advan-
ingstar (STR 50) wouldn’t suffer the same effect tage applies normally if the character only uses his
until STR -50. On the other hand, Fiacho (STR STR up to the amount with the Advantage on it.
25) suffers the same effect at STR -30 — -30 is The Advantage does not apply at all if he uses more
better for him than the negative of his STR. STR than that.
A character with negative STR can Push his STR Example: Black Diamond (STR 60) buys the
in an attempt to overcome its effects temporarily. Penetrating Advantage for 40 STR. This costs
Getting to STR 0 via a Push means he no longer has her 20 Character Points (40 x (1 + ½) - 40).
to make STR Rolls to perform most common actions. She can use up to 40 STR and have the stan-
dard Penetrating effect apply to the damage she
ADVANTAGES FOR does. However, if she uses 41-60 points of STR,
she just does straightforward Normal Damage,
STRENGTH with no Penetrating benefit at all.

If a character wants to purchase an Advantage The GM may grant exceptions to this rule as
for his STR, he typically buys it as a “naked” Advan- he deems appropriate. For example, some GMs
tage (see page 244 of the HERO System 5th Edition, allow characters to buy the Reduced Endurance
Revised rulebook). He doesn’t have to buy his STR a Advantage for only part of their STR.
second time with an Advantage. These rules do not, however, apply to Pushing.
If an Advantage affects STR, it automatically applies
to the dice obtained from Pushing.
The Ultimate Brick ■ Chapter One 19

BRICK
BASICS
B
y definition, all bricks share at least one Similar to Accident is the Super-Science origin,
thing: high STR (though what counts as in which the character gains his high strength from
“high” varies from genre to genre). They the deliberate, planned use of science. A character
often have many other attributes, such as might even have some super-strength powers that
a high degree of resistance to injury, in common were deliberately engineered, but others that mani-
as well. Thus, in some campaigns one brick some- fest by accident as side effects of the process.
times begins to look an awful lot like another. What
ALIEN
makes a brick distinctive tends not to be his basic
powers and abilities, but his background, personal- The character’s high strength results from
ity, and the like. (This may, in turn, indicate Skills the fact that he’s not native to this world — he
and abilities the character would have beyond the comes from another planet, dimension, or the like.
standard ones for bricks.) Although he has normal strength for his species
The sections below provide guidelines and when he’s at home, on Earth he’s far stronger than
suggestions, not restrictions. There are many pos- the average human. This may have to do with expo-
sible origins and designs for bricks; the ones listed sure to Earth’s sun, air, or biofield, or it may relate to
here are simply the most common and archetypical. some sort of mystic or dimensional “flux.”
They’re provided to spark ideas and help gamers An alien brick often has to discover the world
organize their thoughts when they set out to create around him, including not just facts about daily life
a distinctive and enjoyable brick character. but things like how much force is appropriate for a
given situation. He may have the Physical Limita-
tion Unfamiliar With Earth Culture, but even if
BRICK BACKGROUNDS he does not, many details about Earth life may be
unknown or mysterious to him. However, if the
Movies, literature, and comic books pro- character’s background assumes he’s been on Earth
vide plenty of inspirational examples of how an for a long time already, or that he grew up on Earth,
individual becomes stronger than his peers. DC’s he may be every bit as familiar with Earth culture
Superman, Marvel Comic’s the Hulk, and Robert E. as its natives. An alien brick who deliberately comes
Howard’s Conan are all bricks, but they have vastly to Earth as an intergalactic policeman will have a
different origins and backgrounds. In this sense, different set of Skills, knowledge, and equipment
“background” and “origin” basically refer to the than one whose spaceship crash-landed on Earth
same thing: the source of the character’s powers. when he was an infant.
(This may also relate to his personality or design;
see below.) ITEM OF POWER
This catch-all category covers bricks who get
ACCIDENT
their strength from some sort of object other than
The character has high strength because of an powered armor or technology — if the character
unintentional exposure to some chemical, radia- loses his item of power, he loses his enhanced
tion, biomatter, or similar scientific substance or strength and related abilities. Typically an item of
phenomena. If the accident occurred when the power is a Focus, but wouldn’t be if it cannot easily
character was very young, the character may be no be taken away from the character.
different than if he were born with these powers, This brick origin most commonly occurs in
but in most cases the character is a teenager or an Fantasy Hero, where magical items like enchanted
adult when the accident occurs. belts, bracers, or rings might give a character the
As a result of his transformation, the charac- strength of a giant. (Similarly, many STR-enhancing
ter has to adjust to his new abilities. Early on he items of power in Champions and other genres are
may have the Doesn’t Know Own Strength Physical magical in nature.) In a Star Hero game, the item
Limitation (page 48), or other Disadvantages rep- of power might induce an anti-gravity field that
resenting his inability to control his strength with makes it easy to lift even the heaviest object.
precision. If he has any “brick trick” powers, they’ve
probably got Activation Rolls, Required Skill Rolls, MAGIC
or other significant restrictions. Even if the player The Magic background encompasses many
assumes his character has already adjusted to possible origins (except for magical Items of Power;
having vast strength before the campaign begins, see above). The character could be a magical crea-
the character’s self-discipline could slip in moments ture — a troll or dragon-man, for example — trans-
of stress. ported to Earth somehow (which may also make
20 ■ Building A Brick HERO System 5th Edition, Revised
him an Alien). He could be the earthly avatar of a a race of super-strong beings, such as giants. While
god associated with strength, such as Thor, Hercu- they possess normal strength for their kind, and
les, or Huitzilopochtli. He could be the recipient thus don’t seem unusual when they grow up among
(or victim!) of some sort of spell, enchantment, or their own people, they’re far stronger than average
curse that increases his STR somehow. for the campaign. If they grow up among normal-
Given the breadth of this origin, it often grants STR folk, they may cause problems, find themselves
the character other powers (or obligations) in addi- cut off from normal “human” interaction because
tion to high STR. Increases to other Characteristics they’re afraid of hurting someone one, or take on
are one good option, but just about any other type the role of protector... or bully.
of ability is possible — after all, magic can, by defi-
POWERED ARMOR
nition, do almost anything.
Closely related to the Magic Brick is the This background is an archetype as much as
Cosmic Entity brick — a character who represents an origin. A Powered Armor brick’s high strength
Nature, the sun, the cosmos, or some metaphysi- derives from an incredibly sophisticated suit of
cal force, and who has tremendous strength as a mechanized armor (or, more rarely, magical armor).
by-product of his generally vast powers. However, In many cases, Powered Armor bricks have a wide
because they do have vast powers, Cosmic Entity assortment of powers which represent the weapon
Bricks generally are only playable in some types of systems and other capabilities of their armor —
Galactic Champions campaigns (or other games everything from built-in oxygen supplies, to boot-
where characters are built on large numbers of jets, to gauntlet-mounted blasters. (See pages 71-92
points). A weakened Cosmic Entity Brick would of Gadgets And Gear for plenty of examples, as well
probably seem most like the Magic Brick in back- as guidelines for creating suits of powered armor.)
ground. Powered Armor bricks often take the No Fig-
ured Characteristics Limitation on the STR and
MUTANT other Primary Characteristics they get from their
Characters who are Mutants — who are born armor. The fact that a suit of armor allows a charac-
with unusual abilities, typically resulting from ter to lift more and punch harder doesn’t inherently
altered genetics — appear mostly in superhero make his flesh and bones tougher. Then they buy
campaigns, but exist in some Science Fiction set- increases to PD and the like through their armor
tings as well. (A Fantasy campaign might have as well, representing the protection the armor pro-
“mystical mutants” of some sort.) vides. Similarly, instead of using their own END to
The most important question for a Mutant power the armor, they usually buy an Endurance
origin is: when does the character’s super-strength Reserve for it to represent batteries or other such
manifest? If it doesn’t emerge until he’s a teenager power sources.
or an adult, he may have an easier time adjusting to
TECHNOLOGY
it, but the adjustment period may not have ended
by the time the campaign begins. On the other Besides Powered Armor or Items of Power,
hand, a child who develops mutant strength at an there are several other ways to explain a brick’s
early age may wreak tremendous havoc (due to his powers as Technology.
inexperience and immaturity), but has had years to First, the brick could be an artificial being — a
get used to his ability by the time the game begins. robot or android, typically, but possibly a golem
Another important issue is how the character’s (or the like) instead. Usually he’s sentient and self-
super-strength works, and whether it’s the char- willed, but in some instances some other being
acter’s only ability. In many cases mutant powers may control him. If the brick is a PC, the issue of
come with unusual side effects or restrictions, par- emotions and interacting with normal humans is
ticularly early in the character’s career. For example, usually an important one for him; if he’s a villain,
a mutant’s super-strength may depend on solar he may want to subjugate or destroy the “puny
power, fluctuate throughout the day, only work in organics.”
certain situations, or emit energy that’s harmful to Second, the brick could be cybernetically
other people or the environment. Mutant strength augmented. Artificial muscle grafts, neurostimula-
may be one manifestation of a broad suite of tors, super-steroids, and gene therapy could turn an
related powers, such as psychokinesis or the power ordinary man into a guy who can move cars around
to absorb and redirect energy. with his bare hands and punch through solid oak
In the Champions Universe and many other doors. Cyber-bricks usually aren’t as strong as arti-
settings, a Mutant character has to take a Distinc- ficial bricks or Powered Armor bricks, but they also
tive Feature, Mutant, to reflect the fact that others don’t have to worry as much about having their
can perceive his mutant nature with special scan- armor stolen or fitting in with humanity.
ners and the like. This is worth 10 points (Not Like the Powered Armor brick, Technology
Concealable; Always Noticed; Detectable Only By bricks often have many different powers not nec-
Unusual Senses). In many campaigns, people view essarily associated with high STR. For example,
mutant characters (regardless of their powers or robots and androids usually need full Life Support,
actions) with suspicion or hatred, which may entitle and often have numerous Enhanced Senses; cyber-
the character to take a Social Limitation. warriors may have all sorts of built-in weapons and
Similar to the Mutant Brick is the Natural useful devices.
Brick — a super-strong character who comes from
The Ultimate Brick ■ Chapter One 21

Typical Disadvantages
for a Beast brick include:
Berserk: in combat (Very
Common), go 11-, recover 8-:
40 Character Points
Enraged: in combat (Very
Common), go 11-, recover 8-:
30 Character Points
Distinctive Features: mon-
strous appearance (Not Con-
cealable; Causes Major Reac-
tion): 20 Character Points
Psychological Limitation:
Likes To Cause Destruction
And Pain (Common, Strong):
15 Character Points
Psychological Limita-
tion: Casual Killer (Very
Common, Strong): 20 Char-
acter Points
Psychological Limitation:
Short-Tempered (Very
Common, Moderate): 15
Character Points
THE BRUTE
Although often respon-
sible for causing as much
property damage as a Beast,
a Brute usually lashes out
because of some combina-
tion of stupidity, fear, frustra-
TRAINING tion, hunger, or ignorance. His high STR is usually
The character has greatly enhanced his coupled with relatively low INT, EGO, and PRE to
strength through an intense physical training regi- reflect his low intelligence and poor social skills. A
men, years of hard physical labor, or the like. This Brute’s not necessarily a bad person, he just doesn’t
is the typical source of unusual strength for charac- react well to a lot of situations... and when some-
ters in many Heroic genres, such as Fantasy Hero or thing’s bothering him, he lashes out. Characters
Dark Champions; in a superhero campaign it may can often calm down Brutes by exposing them to
justify giving higher-than-normal STR to a charac- things they like: attractive members of the opposite
ter with other powers. gender; cute children; cartoons; adorable animals;
ice cream; and so on.
Typical Disadvantages for a Brute brick
BRICK PERSONALITIES include:
Just as bricks have certain archetypal origins, Berserk: when taunted (Very Common), go 11-,
gamers often associate certain personality types recover 11-: 35 Character Points
and roles with them. Enraged: when taunted (Very Common), go 11-,
THE BEAST recover 11-: 25 Character Points
The Beast brick has a violent, often erratic, per- Distinctive Features: monstrous appearance (Not
sonality. Many of them are not human — or at least Concealable; Causes Major Reaction): 20 Charac-
not fully so — while others look and act like ordi- ter Points
nary people until something attracts their atten- Physical Limitation: Illiterate (Frequent, Greatly
tion or angers them. Unlike the Brute, who often Impairing): 15 Character Points
becomes violent out of frustration or stupidity, and
the Bully, who intimidates people to improve his THE BULLY
own self-esteem, the Beast causes destruction and This is the personality of the classic bully from
pain for no other reason than that he enjoys doing the playground. The Bully likes to use his strength
so. (Or, at best, he has some motivation ordinary to oppress and intimidate people weaker than
people find loathsome, such as wanting to feed on himself, either as a way of compensating for some
human flesh.) Monstrous bricks, demonic bricks, past mistreatment he suffered, to build up his self-
and sociopathic killers with high strength and resil- esteem, or because he enjoys inspiring fear and ser-
ience all tend to fall into this personality archetype. vility in others. Unlike the Hired Muscle, who’s usu-
22 ■ Building A Brick HERO System 5th Edition, Revised
ally all business, Bullies often like to toy with their ally means he takes Psychological Limitations like
opponents... but they also tend to have a streak of Code Against Killing and True-Blue Hero. In Heroic
cowardice that’s quick to manifest if they’re out- genres the Knight’s more likely to belong to an
numbered or out-powered. organization and subscribe to its moral code. This
Typical Disadvantages for a Bully brick code rarely forbids killing outright, since Heroic
include: genres usually feature lots of deadly weapons and
Psychological Limitation: Bully (Common, Strong): adventurous combat, but it may have some unusual
15 Character Points quirks and turns, such as “never fight women” or
“never strike the first blow.”
Psychological Limitation: Wants To Be The Center Typical Disadvantages for a Knight brick
Of Attention (Very Common, Moderate): 15 Char- include:
acter Points
Psychological Limitation: Code Against Killing
Psychological Limitation: Fear Of Being Outnum- (Common, Total): 20 Character Points
bered (Uncommon, Strong): 10 Character Points
Psychological Limitation: Code Of Chivalry
Psychological Limitation: Dislike Of Intellectuals (Common, Total): 20 Character Points
(Uncommon, Strong): 10 Character Points
Psychological Limitation: Honorable (Common,
THE GENTLE GIANT Total): 20 Character Points
Although he seems imposing, even frighten- Psychological Limitation: Overconfidence (Very
ing, the Gentle Giant is actually a sensitive individ- Common, Moderate): 15 Character Points
ual protective of those weaker than himself. Despite
Psychological Limitation: True-Blue Hero (Very
a possible lack of self-confidence, he’s a particularly
Common, Strong): 20 Character Points
good team player. As the name indicates, Gentle
Giants are slow to anger, but once angered can THE ORDINARY GUY
become extremely dangerous and destructive Some bricks just want to be left alone to do
(though rarely to innocent bystanders). their jobs, care for their families, and pursue their
Typical Disadvantages for a Gentle Giant brick hobbies. This attitude appears most frequently in
include: bricks who are everyday people until they gain
Enraged: when innocents threatened or harmed their super-strength in an accident or the like.
(Common), go 8-, recover 11-: 15 Character Points Ordinary Guys don’t go looking for adventure, but
Psychological Limitation: Protective Of Innocents somehow adventure finds them. Often the Ordi-
(Common, Strong): 15 Character Points nary Guy tries to return to his old way of life after
the adventure ends, but usually another reason to
THE HIRED MUSCLE use his super-strength comes along soon. In some
The Hired Muscle is a classic enforcer and cases, the Ordinary Guy tries to use his strength
backup villain. Whether he’s a dumb bodyguard to become more successful at his job, or wealthy.
getting by on brute strength, a stylish super-strong In a superhero setting, he might hire himself out
hit man, or some sort of super-mercenary, the as a one-man wrecking crew, in a Fantasy game he
Hired Muscle gets paid to use his strength. That’s might be the best blacksmith for leagues around.
what sets him apart from other bricks — the desire Typical Disadvantages for an Ordinary Guy
to make money with his brawn. While most Hired brick include:
Musclemen are selfish, evil, or cruel, they don’t have Dependent Non-Player Character (varies; usually
to be; the King’s Knights or a professional super- wife, children, and/or friends)
bodyguard might fall into this category.
Psychological Limitation: Loyalty To Community
Typical Disadvantages for a Hired Muscle
(Common, Strong): 15 Character Points.
brick include:
Psychological Limitation: Code Of The Mercenary THE SCIENTIST
(Common, Total): 20 Character Points This type of brick is something of a contradic-
Psychological Limitation: Loyal To Boss (Very tion in terms: great brawn and great brains all in
Common, Moderate): 15 Character Points one package. Despite the fact that he’s known for his
enormous strength, the Scientist has an academic
Psychological Limitation: Greedy (Common, frame of mind, and may see using his strength as a
Strong): 15 Character Points poor substitute for using his intellect. His life revolves
Psychological Limitation: Subservient To Boss (Very as much (or more) around his studies and field of
Common, Strong): 20 Character Points expertise as it does around his strength. He usually
has a lot of Science Skills and Knowledge Skills.
THE KNIGHT Typical Disadvantages for a Scientist brick
The Knight fights for justice, helps the weak, include:
and protects the innocent — in short, he’s deter-
Psychological Limitation: Scientific Curiosity
mined to use his strength and toughness for good
(Common, Moderate): 10 Character Points
and noble ends. Typically he follows a code of
honor of some sort. This could range from the Social Limitation: Poor Social Skills (-1 on all Inter-
chivalric tenets of an actual order of knights to his action Skill Rolls) (Occasionally, Minor): 5 Char-
own personal moral code. In Champions, this usu- acter Points
The Ultimate Brick ■ Chapter One 23

THE WARLORD Energy Blast.


A Warlord brick seeks conquest and control. Some Absorbing Bricks suffer from a prob-
By virtue of his strength and personal power, the lem usually referred to as “threshold.” This means
Warlord intends to rule. He sees personal power they can only absorb a certain amount of damage;
as a virtue, and he scorns those who think that beyond that limit, the strain causes the character
something else (intelligence, mercy, wisdom) is pain (or other disabilities). You can represent this
more important, or who have power but refrain with a Disadvantage, typically a Susceptibility or
from using it. He often employs subordinates, but Physical Limitation.
they have value only to the extent that they remain THE AGILE BRICK
useful to him and his plans.
Some characters are strong enough to qualify
A variant of the Warlord is the Fighter, a brick
as bricks, but aren’t as strong as most bricks and
who likes to use his high STR to fight. Fighting may
often lack high defenses. These “Agile Bricks” rely
be a means to an end — such as earning money
on their speed and agility, not sheer resilience, to
— or he may simply revel in the joy of battle.
avoid harm. Similarly, they tend to use Skills and
Typical Disadvantages for a Warlord brick
Powers — Combat Skill Levels, Martial Arts, naked
include:
Advantages, and the like — to improve their ability
Psychological Limitation: Arrogant (Very Common, to dish out damage or give them a way to affect foes
Moderate): 15 Character Points who can withstand their raw STR.
Psychological Limitation: Overconfidence (Very THE ARTIFICIAL BRICK
Common, Moderate): 15 Character Points
This type of brick was constructed by some-
Psychological Limitation: Sees Others As Tools one. He’s an android built by a mad scientist, a
(Common, Moderate): 10 Character Points golem or zombie raised to “life” by a wizard, a
Psychological Limitation: Vengeful (Uncommon, muck-monster created by the interaction of swamp
Strong): 10 Character Points life with toxic waste, or something similar. He’s sen-
tient, and possibly even alive, but he’s not a human
being. His form and nature give him great powers,
BRICK ARCHETYPES but they also often cut him off emotionally from
people because he’s not truly human (even if he
This section discusses some of the most regu- looks like he is); he may not have any legal rights
larly used archetypes for designing bricks. But because he’s an object, not a living being.
don’t think of them as written in stone. The HERO Most Artificial Bricks are standard bricks
System is all about character design flexibility, so — immensely strong and resistant to injury — but
there’s no need to stick to a stereotype unless you there’s usually more to them than that. A magical
want to — feel free to modify these archetypes to origin may provide a host of mystic powers, while
suit yourself and the campaign you’re in. a technological one provides a basis for numerous
As you’ll see below, a brick’s background often Enhanced Senses, a high Computer Programming
relates closely to his archetype. Technological roll, and similar abilities. This gives the Artificial
Bricks most often fall into the Artificial Brick or Brick a flexibility that many bricks lack. On the
Cyborg archetypes, for example. But again, don’t other hand, he may find himself saddled with some
think of these descriptions as a straitjacket — it can pretty restrictive Disadvantages, such as the Physi-
be fun to go against type and create, for example, an cal Limitation Emotionless (-3 on all Interaction
android brick who’s a Giant or a Thematic Brick. Skill Rolls and rolls for trying to ascertain emo-
THE ABSORBING BRICK tional motivations; Frequently, Slightly Impairing;
10 Character Points) or the Social Limitation Prop-
The Absorbing Brick gains his strength (and
erty (has no legal rights; value varies depending on
possibly other powers) by absorbing them from
the attitude of the owner).
some other source. The most common type of
A variant on the Artificial Brick is the Cyborg
Absorbing Brick uses the Power Absorption to
Brick, who combines organic and mechanical parts
convert physical and/or energy damage into STR
to create someone who’s better, stronger, faster
(i.e., the more you hit him, the stronger he gets). A
than a normal person. He usually has enhance-
rarer variant of this archetype can absorb STR and
ments beyond raw strength and resilience (such as
resilience through contact with materials associ-
augmented senses, the ability to run quickly on his
ated with those qualities: metals, rock, and the like.
artificial legs, or magnets in his cyber-hands so he
Although the Absorbing Brick often begins combat
can cling to moving vehicles). His STR and abilities
weaker than a traditional brick, he may end the
tend to vary based on how much of him remains
battle far stronger and deadlier.
flesh, and how much is metal and plastic.
Absorption and Damage Reduction are
common Powers for the Absorbing Brick; many THE COMMANDO
also have Defense Powers that Link to their More common in Heroic campaigns than
Absorption so it acts as a form of protection (see Superheroic campaigns, the Commando is a mus-
page 132 of the HERO System 5th Edition, Revised cular soldier or former soldier. He’s trained in
rulebook). A more powerful and/or versatile firearms, hand-to-hand weapons, martial arts, and
Absorbing Brick may be able to shunt absorbed many other infiltration, survival, and espionage-
force into abilities other than STR, such as PD or an
24 ■ Building A Brick HERO System 5th Edition, Revised
type Skills. His Martial Arts may not be as good of damage he tends to do. Other GMs favor taking
as his comrades’ (though in the end he does just advantage of the Freight Train’s lowered OCV and
as much damage) — but he almost always gets to DCV, or making liberal use of enemies with Martial
carry the biggest gun since meeting the STR Mini- Throws, to keep the Freight Train in line.
mum is no problem for him. Although he ordinar-
THE GIANT
ily lacks a superhuman brick’s innate resilience, he
makes up for it with body armor and a compara- The Giant’s high STR and other brick powers
tively high DEX. relate to the fact that he’s much taller and larger than
a normal person — either at will, or all the time.
THE DIVINE AVATAR Typically this means he has the Power Growth, but
This type of brick channels the powers of some someone who’s super-tall all the time has a combi-
god, or is the actual earthly avatar of that god. The nation of Powers and Disadvantages reflecting that
usual candidates are gods of strength, war, storms, state of existence instead (see page 38).
and the like — Ares, Thor, Hercules, Lei Kung, In addition to Growth, common powers for the
Susano, Huitzilopochtli, Shango — but many other Giant include extra STR or defenses that only apply
possibilities exist. when he’s Grown, a naked Area Of Effect Advantage
In addition to his strength and defenses, a for his STR that only applies when he reaches a cer-
Divine Avatar usually has other powers derived from tain size (representing really large hands), and the
his god (or related to his divine sphere of authority). like. See page 82 for some examples.
A storm god character may have weather control
THE HEAVY BRICK
powers, while a war god often wields an enchanted
weapon and a tree god can command forest denizens. The Heavy Brick’s high STR and other brick
A high PRE and the power to fly are also common. powers relate to the fact that he’s denser than a
normal person — either at will, or all the time. Typ-
THE FREIGHT TRAIN ically this means he has the Power Density Increase,
The Freight Train, also known as “the Bullet” but someone who’s ultra-massive all the time has a
(particularly if he flies) is built around the Move combination of Powers and Disadvantages reflect-
Through Combat Maneuver — he combines high ing that state of existence instead (see page 36).
STR, high defenses, one or two fast Movement Common Powers for Heavy Bricks in addi-
Powers, and usually at least a few Combat Skill tion to Density Increase include a high CON and
Levels with Move Through into one extremely Knockback Resistance. If a brick can completely
effective package. In fact, in many games the control his own density, he probably has Desolidi-
GM has to restrict the Freight Train (typically fication as well (and perhaps related powers, like a
by removing a lot of his CSLs) so he doesn’t run No Range NND Energy Blast defined as sticking
roughshod over the game with the high amounts his partly-tangible hand inside the target). See page
The Ultimate Brick ■ Chapter One 25

80 for some examples. THE WARRIOR BRICK


METAL MAN The Warrior Brick occurs most frequently in
Fantasy Hero campaigns, but isn’t limited to the
Some bricks’ powers derive from the fact that
Fantasy genre. Besides being particularly strong
they can transform their normal flesh and bone
and tough, the Warrior Brick is skilled with one or
into metal (or stone, or some other super-hard
more melee weapons; he usually has some related
substance). Typically this means they’re not only
fighting abilities, such as Martial Arts, Riding, or
super-strong, but even more resistant to injury
Tactics. Some favor a single weapon (usually a large
than the average brick. They may also possess other
one, such as a greatsword or great axe, because of
powers related to their form (control over earth
their prodigious strength); others master many dif-
and rock, or magnetic powers, for example). On the
ferent types. Warrior Bricks often like to test their
other hand, their extreme weight may constitute
skill against other experts to find out who’s better.
a Physical Limitation — few buildings or cars are
made to support someone who weighs hundreds or
thousands of kilograms!
BRICKS GENRE BY GENRE
THE MONSTER BRICK
While bricks are most commonly associated
This type of brick is somehow monstrous. He with the superhero genre (and rightly so, given how
might be a lycanthrope who turns into a super- strong superhumans can be!), the same character
strong animal-man every full moon, a demonic concept exists in virtually every adventure genre.
thing summoned by a wizard and unleashed on
the unsuspecting populace for his own unscrupu- FANTASY
lous reasons, an out-of-control flesh golem, or an Fantasy, particularly High Fantasy, is full of
innocent person possessed by some malign spirit. strong beings. The mighty-thewed warrior (be he
His monstrous nature and form give him super- knight, barbarian, or other) is a staple of Fantasy
strength powers, though they may be unusual — he fiction. Overtopping even him in strength are vari-
might have high STR but low defenses, for example, ous monsters and creatures — door-smashing zom-
or his strength might only work under certain con- bies (and some other types of undead), golems, and
ditions. especially giants and their kin (jotuns, trolls, ogres,
Depending on the Monster Brick’s form and and the like). In some games, Fantasy giants hurl
nature, he might have many other powers besides tremendous boulders and blocks of ice at their foes
big muscles. Many Monster Bricks have natu- just like supervillain bricks throw cars and chunks
ral weapons, such as claws or fangs; animalistic of cement.
Enhanced Senses are also common. A mystic origin In most Fantasy settings, the bricks have natu-
might imply mystic defenses, or even limited spell- ral STRs of no more than 20-30. They may have
casting ability. certain abilities, bought via HA or the Character-
istics Power, that augment their STR for restricted
THE THEMATIC BRICK
purposes. Beyond that, though, they typically have
The Thematic Brick is based around a concept to turn to magic — both spells and enchanted items
which helps to define the character’s Powers, such — to become stronger. Through a Spell Of Titanic
as an element, an animal, or a mythological crea- Might cast on him by a thaumaturge, or the pos-
ture. This concept provides the Thematic Brick not session of an item like a Belt Of Giant’s Strength
only with high STR and resilience, but a justifica- or Gauntlets Of The Mighty Warrior, the strongest
tion for powers related to his theme if he wants fighting man becomes stronger still... perhaps even
them. For instance, a character who’s an earth strong enough to wrestle with a giant!
elemental might not only have a high STR but also
an assortment of earth-based Powers (see Temblor MARTIAL ARTS
on page 62 of Conquerors, Killers, And Crooks for In a Ninja Hero campaign, bricks tend to
an example). come in one of three varieties. The first is the Big
Bruiser, whose “fighting style” is nothing more than
THE TRADITIONAL BRICK
pummeling his opponents with his bare fists and
This isn’t so much an archetype as it is the using his high defenses to withstand the force of
default template for a brick character. A Traditional their punches, kicks, and nerve strikes. This type of
Brick is a big, heavily-muscled guy with high STR, character often mocks the “sissies” who are a foot
CON, PD, ED, and STUN (and perhaps other high (or more) shorter than he is and “dance around”
Characteristics as well). At least some, and often all, instead of fighting... but he usually learns some
of his defenses are Resistant, and possibly Hard- respect after a trained martial artist beats him
ened as well. He usually has two or more Combat senseless and/or saves him from some danger.
Skill Levels with HTH Combat (or at least with The second is the Wrestler. Only marginally
Punch). He’s particularly well-suited to buy some of more sophisticated than the Big Bruiser in some
the “brick tricks” described beginning on page 49, cases, he uses some form of Wrestling — Graeco-
since he doesn’t have any secondary powers or Skill Roman, Professional, Sumo, or the like — to fight,
sets he has to buy — he’s a brick and nothing but a since it maximizes the effectiveness of his STR
brick, pure and simple. without penalizing him for his relative slowness.
The Wrestler is often a serious competitor or oppo-
26 ■ Building A Brick HERO System 5th Edition, Revised
nent, often eager to show how well his style stacks SCIENCE FICTION
up against the more elaborate fighting arts. In some types of Star Hero campaigns — Low
The third, and perhaps most dangerous, is the SF, Military SF, and the like — bricks are more or
Strong Martial Artist. He combines a high STR less like their modern-day and Pulp counterparts.
with consummate skill at some formal fighting art In space, STR often isn’t as important as DEX or
— often Karate, certain types of Kung Fu, or styles INT, so bricks become relatively less common. But
deriving partly from one or both of them. These in Planetary Romances or Space Opera, alien spe-
arts emphasize speed and power, which suit the cies of great strength may exist, ready to carry the
Strong Martial Artist perfectly. His Martial Maneu- party’s heavy blaster when they venture onto the
vers and Extra DCs, when combined with his STR, surface of a strange, potentially hostile new planet.
allow him to strike blows that can hurt nearly In Cyberpunk SF, bricks exist largely as the
anyone. His weakness, if he has one, is that he’s a result of cyberware and bio-engineering. The
technical perfectionist who’s used to getting by on “samurai” epitomizes this concept. With his normal
his native strength and ability — he has no heart, muscles augmented by muscle grafts, dermal plat-
no competitor’s spirit, and that means the hero can ing or epidermal mil-plaz on or under his skin to
beat him in the end. protect him from knives and bullets, and the latest,
In all cases, Martial Artist bricks usually have most advanced steroids to keep him in tip-top
STRs of 15-25. Most hover around 20, which fits physical form, he can bench press much more than
well with most Martial Maneuvers. the strongest Olympic weightlifter and punch his
MODERN-DAY fist through a car door.
In Dark Champions games, whether they fea- SUPERHEROES
ture costumed vigilantes, cops, spies, or soldiers, The purest and mightiest of bricks come from
bricks aren’t as common as in other genres. Often Champions, where it’s not uncommon for a brick to
a team of PCs, or squad of prominent NPCs, will have the STR to lift 100 tons or more. Superhuman
have one who stands out due to his size and STR bricks can juggle cars, pick up buildings, throw
(which usually ranges from 15-20, sometimes as destroyers, and shrug off tanks shells and orbital
high as 25), but he may not function as a true brick. laser blasts. When they fight, entire city blocks end
In military adventures, he’s the one who gets to up as rubble. A superheroic brick’s high STR makes
carry the Big Gun and provide fire support for his available to him every brick trick listed in this
more agile team members. Since Dark Champions book; many are for him alone.
characters usually don’t have free rein to buy all The campaign’s approach to high STR and its
the defenses they want (in part because of Normal uses may vary depending on the subgenre involved.
Characteristic Maxima rules), bricks in this genre In a Golden Age Champions campaign, for exam-
often substitute brick trick powers like Can Take A ple, bricks tend to be a little more low-key. They
Punch (page 70) or buy a little Combat Luck. may only be able to access their super-strength for
These guidelines also apply to most Horror a short period per day (such as one hour, or only
Hero campaigns. In a Horror campaign, it’s not between noon and sunset), and tend to be less
uncommon for the PCs to be weaker than their super-strong than Silver, Bronze, or Iron Age bricks.
foes (which heightens feelings of dread and anxi- On the other hand, given the conventions of the
ety), and for the PCs to confront opponents against Golden Age, there isn’t even an attempt to portray
whom physical strength or weapons are of little (if super-strength “realistically” — a brick can carry
any) use. Therefore bricks tend to be relatively rare anything solid so long as it weighs less than his
in Horror games. maximum lifting capacity (regardless of its physical
PULP integrity or lack thereof), and tends to have precise
control of his super-strength. On the other hand,
Bricks occur in Pulp adventures about as often,
Iron Age campaigns focus more on the “realistic”
and in about the same way, as in Dark Champions.
interaction of superpowers and the real world, so
It’s not uncommon to find a Pulp character who
bricks may have to worry about large objects break-
used to be a lumberjack, stevedore, boxer, profes-
ing when they try to pick them up, unintentionally
sional athlete, or street brawler — and of course the
hurting people with casual uses of super-strength,
“two-fisted hero” is a staple of the genre. Pulp bricks
and so on. Silver and Bronze Age Champions
tend to be a little better-rounded as characters than
games tend to fall somewhere in the middle, with
the average brick; their STRs range from 15-20, but
Silver Age leaning a little more toward Golden and
they make up for it with relatively high DEXs and
Bronze a little more toward Iron.
INTs.
These same guidelines tend to apply to Victo-
rian and Western bricks as well.
The Ultimate Brick ■ Chapter One 27

CHARACTERISTICS
M
ore than any other type of character, INTELLIGENCE AND EGO
bricks are defined by their Characteris- Most bricks tend to skimp on these Character-
tics. While they’re best known for high istics, leaving them at their base levels or spending
STR (see page 6), they often spend a lot only a few points on them. For one thing, they can
of points on other Characteristics as well. often make better use of the points elsewhere; for
DEXTERITY another, the “big, dumb brick” is a time-honored
stereotype of genre fiction that many gamers enjoy
Because they spend so many points on STR,
playing to. (Though it’s worth noting that even the
CON, and other Characteristics representing physi-
base levels of INT and EGO represent a character
cal prowess, bricks often have relatively low DEXs.
with more mental acuity than the average person;
The big, lumbering, clumsy hulk of a strongman is
for a true “dumb brick,” you should sell back a few
a stereotypical adventure character. In game terms,
points of INT, at the very least.)
a brick having a low DEX helps to balance out the
A smart brick — such as a Scientist personality
effectiveness of his STR and defenses — it means
type, or one who’s engineered his own Super-Sci-
his Phase occurs later in the Segment and his CV is
ence origin — might have a high INT instead. That
lower than average. He makes up for the difference
gives him a resource to draw upon that may take
with Combat Skill Levels and the fact that he can
his opponents by surprise, since few people expect
shrug off amounts of damage other PCs avoid with
a brick to be highly intelligent.
their higher DCVs.
However, it’s often fun to turn the stereotype PRESENCE
on its head and create a brick who’s faster and more Bricks’ size and raw, almost elemental, power
agile than expected. By lowering his STR slightly mean they usually have high PREs. Even if size
to buy more DEX, you can create a character with alone didn’t do it, the knowledge of his high resis-
more versatility and room to grow. However, GMs tance to injury tends to make a brick overconfident,
may want to examine high-STR, high-DEX charac- aggressive, and/or unwilling to back down from
ters carefully; the combination of the offensive ver- confrontation. As a result, bricks with less than
satility of STR and the strong OCV and initiative 15-20 PRE are rare, even in Heroic games — and
provided by a high DEX may prove unbalancing for in Superheroic games, PREs of 30 or higher aren’t
many campaigns. unknown.
CONSTITUTION COMELINESS
After STR, CON often tends to be a brick’s Bricks’ COM is all over the spectrum.
highest Primary Characteristic — CONs of 30 to The handsome, strong superhero is a staple of
40, and sometimes even higher, are common for adventure fiction... but so is the character whose
bricks in most Superheroic campaigns, and Heroic strength came at the price of being demonically
bricks usually have at least an 18-20. Their high possessed or horribly mutated, and thus becom-
CONs make bricks difficult to Stun, and enhance ing hideously ugly.
their Figured Characteristics to appropriate levels
for a character type that’s supposed to be the pin- PHYSICAL DEFENSE AND ENERGY DEFENSE
nacle of physicality. Other than high STR, the thing that most
defines a brick tends to be his resistance to injury.
BODY
Most bricks can shrug off punches and Energy
BODY is another popular choice for bricks, Blasts that would leave other characters battered
especially those in Heroic games where Killing and bleeding. Thus, high PDs and EDs are virtu-
Attacks (in the form of weapons) are the main ally required for bricks (and in Superheroic games,
form of attack. Every point of BODY increases the usually with accompanying Damage Resistance so
character’s chance of not dying and adds +1 STUN, the brick can withstand bullets and sword-blows).
making it well worth buying for many bricks. PD often tends to be higher than ED, but in the end
On the other hand, big muscles do not neces- it depends on the nature of the character’s powers
sarily imply a big body or a strong will to live. A and special effects.
brick who’s a scrawny professor, a goblin under
the effects of a long-term strength-augmenting Frail Bricks
spell, or the like might have an average or below- Of course, not all bricks have to have high
average BODY score due to his relatively small defenses. The idea of an immensely strong but
size or other factors. physically frail character has a certain amount of
roleplaying appeal. It also raises the question of
28 ■ Building A Brick HERO System 5th Edition, Revised
how exerting tremendous strength could harm the is only 5, he takes (8 - 5 =) 3d6 damage every
character himself if he’s not physically capable of time he uses his full STR in combat... and he
taking it. gets no defense against that damage! If he used
As an optional rule, suitable primarily for 30 STR to lift something, he would take ((30/5)
campaigns stressing “realism,” the GM can establish - 5 =) 1d6 damage.
a threshold beyond which exerting STR can hurt
the character using that STR. If the character uses SPEED
STR above the threshold, he takes damage (and no In much the same way that they often have
defense applies to reduce that damage). comparatively low DEXs, bricks often have low
Typically, the threshold depends on the SPDs. For example, in a Champions campaign
character’s STR in comparison to his PD — PD in where the average character has SPD 5-6, bricks
this case reflects how well the character’s body is often have SPD 4-5, and in some cases their SPDs
built to withstand the use of his own STR. Possible may dip to 3. This suits the stereotype of the
thresholds include: extremely strong character as a big, slow-moving
■ if the dice of STR damage exceed the character’s person who doesn’t react as quickly as other char-
PD acters... but when his time comes can dish out tre-
■ ifthe dice of STR damage exceed some multiple mendous damage.
of the character’s PD (such as 2 x PD, or 3 x PD) Not every brick needs to be slow; there’s no
prohibition against bricks buying high SPDs if
For lifting or throwing, which don’t involve they can afford them and want them (and the
rolling any dice, divide the STR used by 5 and com- GM allows it, of course). While adventure fiction
pare that to the character’s PD. Obviously, the lower contains many slow-moving bricks, it also features
the threshold, the more characters will restrict plenty of characters described as “moving with
themselves from using high STR unless they abso- great speed for someone of his size and strength.”
lutely have to. (“How could someone so big move so fast?”)
The character takes 1d6 Normal Damage for RECOVERY
each die of damage (or STR/5) done beyond the
Thanks to their high STRs and CONs, bricks
threshold. This represents muscle strain, torn ten-
usually have high RECs. And it’s a good thing, too,
dons and ligaments, internal injuries, and similar
since they usually expend a lot of END by using
injuries. He gets no defense against this damage.
their STR every Phase. A high REC also simulates
Example: The GM establishes a “frail brick” how difficult it is to put a brick down and keep him
threshold of 1 x PD. Belgarn the Alchemist down — the concept of “resilience” often includes
(PD 5) uses a Potion Of Gigantic Strength to not just the ability to withstand damage, but the
increase his normal 10 STR to 40 STR. That capacity to quickly shake off the effects of attacks
means he does 8d6 damage. But since his PD that manage to hurt the brick. Some bricks even
spend Character Points to boost their already-high
RECs even higher for just this reason; a high-REC
brick makes an extremely effective and durable com-
batant.
ENDURANCE
Most bricks use a lot of END, since they rely on
STR in combat and buying Reduced Endurance for
STR is relatively uncommon (though not unheard
of). If a brick’s END from CON covers his standard
END expenditure (assume, for this purpose, that he
uses his STR and a Movement Power every Phase),
then he probably doesn’t need to buy any more END
— if not, then he should consider spending Character
Points to increase his END total. Of course, a brick
with other powers he’d want to use during a Turn,
like a fiery Damage Shield, should also make sure
he has the END to cover those abilities as well, or be
prepared to pick and choose what to spend END on
(or to use STUN for END if necessary).
STUN
Bricks’ high physical Primary Characteristics
usually mean they have high STUN totals... which
only makes sense, since in adventure fiction other
characters usually have a tough time knocking
them unconscious. If a brick has a few extra Char-
acter Points to spend, increasing his STUN total is
always a good way to spend them.
The Ultimate Brick ■ Chapter One 29

SKILLS
W
hile many people think of bricks as the fact that they’re fast on their feet. If appropri-
big, dumb brutes who aren’t good for ate, a brick could even take a -½ Limitation, Only
anything but fighting, there’s no reason To Reduce/Avoid Damage From Falls And Knock-
a HERO System brick has to follow that back, to reflect how Breakfall works for him. This
stereotype. There are plenty of Skills suitable for means he can’t use the Skill to stay on his feet or
extremely strong characters... and of course, just get to his feet as a Zero-Phase Action; he can only
being strong doesn’t necessarily prevent a character use the damage-resisting aspects of the Skill. For
from learning how to do things. example, if he took Knockback and succeeded with
his Breakfall roll, he’d still fall to the ground, but he
ANALYZE
wouldn’t take any Knockback damage.
Bricks with enough savvy to learn how to
apply their STR to best effect sometimes buy this CLIMBING
Skill in various forms. For example, Analyze Con- Bricks often climb cliffs, walls, and the like by
struction, Analyze Vehicle, or the like help them smashing handholds into the surface. You can rep-
determine the best way to pick up those objects resent this in several ways. First, the GM can have
without damaging them... or the best way to break the brick roll his STR dice for each Phase of climb-
them. The accompanying table describes some gen- ing, and if he does BODY damage to the surface,
eral parameters for the use of Analyze pertaining he’s made handholds and can keep climbing (this
to large, inanimate objects; see the description of limits the brick to a climbing speed of about one
the Hoist Skill, below, for an explanation of “damage body length per Phase, at most). Second, the char-
prevention points.” acter can buy Climbing with the Limitation Side
Effects (always causes relatively minor damage to
the environment [the surface being climbed]; -0).
ANALYZING LARGE OBJECTS Third, the character could buy Clinging with the
same Limitation (see page 75).
Made Roll By Results
Exactly Character’s lifting capacity increases by COMBAT PILOTING
10% for purposes of lifting, or causing For some reason, this Skill tends to be fairly
damage to, the object at this time; any common among bricks. Many of them start out as
damage prevention points the charac- pilots of some sort before gaining their heightened
ter gains are increased by 10% STR; others take on the role of “team pilot” after
1-2 Character’s lifting capacity increases by the game begins. Of course, if the brick’s back-
20% for purposes of lifting, or causing ground or powers make him larger and/or heavier
damage to, the object at this time; any than normal, he may only be able to use specially-
damage prevention points the charac- manufactured or -reinforced aircraft. For example,
ter gains are increased by 20% the Champions’ V-Jet (Champions, page 194) has
3 or more Character’s lifting capacity increases by “Structural Enhancements” (+20 STR for lifting) so
30% for purposes of lifting, or causing it can carry Ironclad (who weighs 2,000 kilograms
damage to, the object at this time; any and pilots the craft).
damage prevention points the charac-
ter gains are increased by 30% COMBAT SKILL LEVELS
Half Character’s lifting capacity increases by Rare is the brick without at least a few Combat
40% for purposes of lifting, or causing Skill Levels. Typically they have 5-point Levels with
damage to, the object at this time; any HTH Combat, since that lets them improve either
damage prevention points the charac- their OCV or DCV with not just punching, but
ter gains are increased by 40% Grabs, Haymakers, Move Throughs, and more. Less
experienced or intelligent bricks may have 2-point
BREAKFALL OCV Levels with Punch, or 3-point Levels with up
to three favored maneuvers (often Punch, Grab, and
Breakfall is most often associated with mar- Move Through).
tial artists and other agile characters. But it’s not Characters cannot buy Levels that apply to
necessarily out of line for a brick, even if he has a “Strike” and use them to improve OCV and/or
very low DEX. Since characters can use Breakfall DCV with any form of Strike. They have to specify
to diminish the damage from falls and Knockback, what type of Strike the Levels apply to — Punch,
bricks could take the Skill for that purpose alone Sword Slash, Kick, Thrown Dagger, or what have
— it represents their ability to withstand injury, not
30 ■ Building A Brick HERO System 5th Edition, Revised
you. (For a brick, it’s usually Punch.) At the GM’s roll may temporarily increase the character’s STR
option, a character can buy a 3-point Level with only for purposes of this particular lifting task. This
HTH Strikes or Ranged Strikes (he must specify simulates the character figuring out the most effec-
which type when buying the Level), and can then tive way to lift the object, the character somehow
use that Level with any type of Strike of that type. obtaining improved leverage, or the like. The GM
(These Levels would not apply when using Hay- determines if the character can use Hoist this way
maker or Sweep with Strike.) in a given situation; it may not always be possible. If
While a brick’s Combat Skill Levels usually the GM allows it, the character’s STR for purposes
represent his experience and skill with combat, he of that lifting task increases as follows: if the roll
can also buy them to reflect his form or the nature succeeds exactly, by +1 point; if it succeeds by 1-2,
of his powers. For example, a gigantic brick might by +2 points; if it succeeds by 3-4, +3 points; if it
buy OCV Levels with Punch to simulate the fact succeeds by half, +4 points.
that it’s easier to hit people with his enormous Second, a character can make a Hoist roll to
fists. Similarly, 5-point DCV Levels might repre- determine the best way to lift a large object without
sent the fact that the character’s super-tough body breaking or damaging it. This most often applies
“bounces” attacks easily — the special effect is not in campaigns using the “realistic” lifting rules on
that the attack missed, but that it hit the character page 115. For each point by which a brick makes
and had no effect. (Though this does the character his Hoist roll, he can reduce the BODY damage
little good against area-affecting attacks and the an object suffers due to weight stress by 5. He
like, of course.) can spread these “damage prevention points” out
however he pleases — he can use them all at once
CONCEALMENT
as soon as the object starts to break, or he can use
If a brick is larger than normal, the GM should some in one Phase, and others in later Segments.
apply the PER Roll bonus that others have to per- (Since stress damage applies per Segment, the GM
ceive him (see page 38-40) to people who try to should allow the brick to allocate Hoist damage
find him when he hides himself with Concealment. prevention points even in Segments when the brick
NEW SKILL: HOIST doesn’t have a Phase.)
At the GM’s option, bricks (and other charac- Example: Ironclad has Hoist 18-. He picks up
ters) can buy a new Skill called Hoist to improve a building to keep it from collapsing on some
their lifting ability. schoolchildren. Due to weight stress, the build-
This Intellect Skill allows a character to deter- ing suffers 14 BODY damage when he picks it
mine the best way to lift heavy objects. This has two up, and starts to break apart. Ironclad makes
effects. First, in appropriate situations a successful a Hoist roll and rolls a 13. That gives him “25
The Ultimate Brick ■ Chapter One 31

BODY” worth of weight stress damage he can


prevent. He uses 14 of the 25 immediately so BRICK TRICKS
the building won’t break. In the next Segment, Maneuver Phs Pts OCV DCV Damage/Effect
when Ironclad doesn’t have a Phase, the build- Bearhug I ½ 4 +0 +0 STR +4d6 Crush,
ing takes another 8 BODY damage. Ironclad Must Follow Grab
allocates 8 of his remaining “11 BODY” to keep Bearhug II ½ 5 -2 +0 Grab Two Limbs,
the building intact. Now he’s only got “3 BODY” 2d6 NND
of damage prevention left. Hopefully the rest of Big Push ½ 4 +0 +0 +15 STR to Shove
the Champions will get the kids out of harm’s Break Free ½ 4 +0 +0 +15 STR vs. Grabs
Deadly Smash½ 4 -2 +0 HKA ½d6 (2 DC)
way soon, because he can’t hold the building
Deadly Throw ½ 5 -2 +0 HKA ½d6 (2 DC);
together much longer.... Target Falls
Fist-Grab ½ 5 +1 +1 Grab One Limb, Block
KNOWLEDGE SKILLS Grab ½ 4 +0 -1 Grab Two Limbs, +10
As with any other character type, there are STR for holding on
plenty of Knowledge Skills which are particularly Legbreaker ½ 5 -1 -2 Grab One Limb; HKA
½d6 (2 DC), Disable
suitable for bricks. Examples include:
Punch ½ 4 +2 +0 STR +2d6 Strike
Heraldry: In a Fantasy campaign where the bricks Slam ½ 4 -1 -1 STR +2d6 Strike;
tend to be skilled warriors, a knowledge of the coats Grab Two Limbs;
of arms and symbols of other warriors often proves Target Falls
crucial. Otherwise, it’s all too easy to accidentally Tackle ½ 3 +0 -1 STR +v/5 Strike; You
attack one’s allies in the midst of a swirling melee, Fall, Target Falls;
FMove
since one man looks very much like another when
Toughness ½ 4 +2 +2 Block, Abort
he’s wearing full armor. Similarly, bricks from a Wrestler’s
world that features gladiatorial competitions might Throw ½ 3 +2 +1 STR Strike; You Fall,
have KS: Gladiators. Target Falls
Physical Fitness: If the character’s strength derives Notes
from an intense training regimen, he probably Bearhug II involves grabbing the target around the
knows a lot about how to keep in shape. middle (pinning his arms in the process) and squeez-
Weightlifting: The character knows all about com- ing him hard enough to keep him from breathing,
petitive weightlifting. He knows about the different but not hard enough to permanently injure him. The
defense is not needing to breathe, or somehow being
types of events, the records in those events (and
“immune” to such squeezing (for example, because
who holds them), different competitions, and who’s the character is wearing heavy armor).
who in the world of weightlifting. A character with
this KS almost always has PS: Weightlifting as well, The “Deadly” and Legbreaker maneuvers show what
happens when the character doesn’t restrain himself
since the most common way to gain knowledge of
and uses his massive strength to inflict serious injury.
the sport is to participate in it. KS: Bodybuilding is a
similar Skill. Fist-Grab allows the brick to grab an incoming fist in
one of his massive hands, stopping the punch cold.
MARTIAL ARTS Optional Rules: The Deadly Smash and Punch take a
Although Martial Arts are normally associated 2d6+1 Hit Location roll; the other maneuvers do not
with martial artists, costumed vigilantes, and other require location rolls.
agile characters who rely on skill and finesse rather Special Abilities: See the Brick Tricks section begin-
than brute strength, in truth Martial Arts represents ning on page 49.
“improved HTH fighting ability,” pure and simple.
And who’s better at HTH Combat than a brick? MECHANICS
There’s nothing wrong with a brick buying Martial As with Combat Piloting, this is a common Skill
Arts, though some GMs may want to examine the among bricks. The fact that they can do all their own
Maneuvers carefully to make sure they don’t make lifting, without the need for jacks or hoists, makes
the brick unbalancingly effective. Some types of Mechanics jobs much simpler for them.
bricks, such as the “agile brick” archetype, combine
low-level super-strength with Martial Maneuvers to POWER: BRICK TRICKS
create a fun and effective combat package. Also known as Strength Tricks, Strength Stunts,
Brick Powers, or the like, Brick Tricks is a form of
Brick Tricks
the Power Skill that allows characters with high
This Martial Arts style represents a few combat
STR to use that STR to perform unusual “tricks”
moves commonly used by bricks. It first appeared,
and impromptu abilities. It’s most applicable to
in less detailed form, in The Ultimate Martial Artist,
super-strong bricks in Champions games and other
where you can find information on any unusual
Superheroic campaigns — in Heroic games, where
Maneuvers or Elements. The maneuvers rely on
the strongest characters tend to have 20-30 STR,
brawn and resilience, not finesse and speed as with
tricks like squeezing coal into diamonds or flicking
most fighting styles. Wrestling (in various forms) is
an opponent in the head to knock him unconscious
also a popular Martial Art for bricks.
don’t really pass the verisimilitude test.
Pages 49-86 have over a hundred “brick tricks”
suitable for high-STR characters (again, this usually
32 ■ Building A Brick HERO System 5th Edition, Revised
PROFESSIONAL SKILL
Here are some PSs that bricks
often take.
Bodybuilder: The character can work
on his body to improve strength and
muscle tone, or show another person
how to improve his own form and
strength. He knows how to use differ-
ent types of bodybuilding equipment,
how to compete in bodybuilding
competitions, and so forth.
Weightlifter: The character can lift
heavy weights according to competi-
tion standards. He knows about the
different types of weightlifting (see
page 9) and what the judges look
for in evaluating a weightlifter. At
the GM’s option, if he makes a PS:
Weightlifting roll (or makes it by a
specified amount), the character may
gain +1 or +2 STR for purposes of
lifting a particular object, provided
that object is more or less like a bar-
means super-strong characters). Many of them list bell in shape.
a Brick Tricks Roll Penalty, in case the GM wants
STEALTH
to allow the character to use his Brick Tricks Skill to
try one of them. As usual, characters shouldn’t use Stealth doesn’t make much sense for many
the Power Skill as if it were a Variable Power Pool. bricks, particularly those who are much larger or
Allowing a brick to attempt a particular “power heavier than normal — it’s so difficult for them
stunt” once or twice during a campaign is fine, but to move stealthily that they might as well not
if a character wants to use the same stunt repeat- even try. If a brick is larger than normal, the GM
edly, he should pay Character Points for it. should apply the PER Roll bonus that others have
to perceive him (see pages 38-40) to people who
What Characteristic? try to spot or hear him when he uses Stealth. If he’s
With Brick Tricks, the issue arises of what heavier than normal, the GM has to decide to what
Characteristic the character should base the Skill extent this might interfere with Stealth (for example,
Roll on. The natural inclination is to use STR, but because the character’s weight causes floorboards to
this creates a couple of potential problems. First, creak), and apply a negative modifier to the Skill (or
no other Skills are based on STR, and it may seem a positive modifier to other characters’ PER Rolls).
out of place to base this one on it. Second, and
more importantly, since bricks always have high
STR, making Brick Tricks a STR-Based Skill means PERKS AND TALENTS
they’re always going to have high rolls with it. In
Superheroic campaigns, where STRs usually aver- Most Perks and Talents are as appropriate for
age 40-60, Brick Tricks rolls would range from bricks as they are for any other character. A few are
17- to 21- or less. That means it’s unlikely a brick is particularly appropriate, or have special applica-
going to miss a roll, even with modifiers. tions.
Therefore, you may want to consider two other REPUTATION
possibilities for this form of the Power Skill. The
In Heroic settings in particular, bricks may
first is DEX. A DEX-based Brick Tricks reflects the
achieve renown for their fighting prowess and
fact that the character has to apply his STR with
enormous strength. You can represent this with
precision and deftness to accomplish a “strength
Reputation.
stunt.” The second is INT. An INT-based Brick
Tricks means the brick has to apply his perceptive- RESISTANCE
ness and intellect to determine how to use his STR Bricks’ resistance to injury doesn’t just apply
to perform the strength stunt. in combat — it extends to things like torture. Resis-
Of course, the GM can always vary the appli- tance is often extremely appropriate for bricks as a
cable Characteristic to reflect the circumstances if way of representing this, since few bricks have high
he wants. If a brick trick involves raw power, a STR- EGOs.
based roll may make the most sense; if it requires
the deft application of STR, use DEX; if it requires
clever use of STR, make the roll with INT.
The Ultimate Brick ■ Chapter One 33

POWERS
A
lthough bricks typically spend more of Defense and Mental Defense, may or may not be
their Character Points on Characteris- appropriate for bricks, depending on their powers’
tics than on anything else, you shouldn’t special effects and so forth. (One, Lack Of Weak-
forget that there are lots of ways to simu- ness, is appropriate for just about any brick.) Many
late the effects of having a high STR with Powers. GMs prefer not to see bricks buy exotic defenses
This section of The Ultimate Brick contains some (or at least not all of them), since that leaves an
general notes on these applications; for dozens of “Achilles heel” through which enemies can affect
specific examples, see the Brick Tricks section on the brick: energy bolts may bounce off his skin, but
pages 49-86. a Drain STUN or an Ego Attack still works. A brick
who has lots of every defense in the book may
ADJUSTMENT POWERS
unbalance the game.
You can design many brick tricks that involve
a character temporarily becoming stronger for Hardened
a particular purpose, or perhaps even rendering Many bricks buy the Hardened Advantage for
another character weaker. Super-Wrestler’s Grip, their defenses (or some of them) to represent being
on page 65, is a good example, but there are many even tougher than the normal brick.
other possibilities. If a character buys Hardened for his normal
PD and ED, he calculates the cost based on the
DEFENSE POWERS value of the PD/ED Characteristic, not just on the
Most bricks have some form of Resistant points he spent on it. For example, if a character
Defense — in fact, it’s not uncommon for all, or wanted to buy Hardened (+¼) on 20 PD (which
nearly all, of their defense to be Resistant. That’s cost him, say, 16 Character Points), he pays 5 Char-
how they can bounce bullets off their chests, use acter Points (20 x (1 + ¼) - 20).
their hands to deflect ninjas’ sword-blows without A character cannot have partially Hardened
getting cut, and so on. defenses. A given defense must be all Hardened, or
For most bricks, Damage Resistance is the pre- it’s not Hardened at all. A character can, however,
ferred power by which they gain Resistant Defense. have some defenses that are Hardened, and others
Since they already have high PD and ED in most that are not. For example, a brick could Harden his
cases, Damage Resistance is a cheap and easy way natural PD and ED, but not his Armor. If a char-
to make their natural defenses Resistant. See page acter has some defenses that are Hardened, and
36 for more information. some that are not, the Hardened defense applies
Bricks who have skin that’s unusually thick, in full against an Armor Piercing attack, and non-
covered with tough plates, made of metal, or the Hardened defenses have half value as usual. Against
like may prefer Armor to Damage Resistance. Penetrating or Indirect, any Hardened defense, no
Alternately, a character may combine Armor and matter where it’s layered in, stops the Advantage
Damage Resistance in some ratio to represent both from affecting the character. (Of course, GMs
his unusual skin and the general durability of his should remain wary of players who attempt to
body overall. unfairly exploit this rule by buying a tiny amount
Some bricks skip the basic Resistant Damage of some defense and making it Hardened just to
powers in favor of Damage Reduction. If bought stop Penetrating attacks.)
at high levels — 50% or 75% — Resistant Damage
Layered Defenses
Reduction becomes an effective substitute for more
If a character has some defenses that are Hard-
mainstream Defense Powers. However, GMs should
ened, and some that are not, the issue may arise as
beware of high defense-Damage Reduction com-
to which defense applies first. In most cases this
binations, which may make a brick very difficult to
won’t matter at all, but if it does, here’s how the GM
harm and thus unbalance the game. See page 36 for
should deal with it.
more information.
First, there are two primary rules regarding the
Bricks rarely buy Force Field or Force Wall as
“layering” of defenses:
their form of Resistant Defense. The common spe-
cial effects associated with those powers just don’t 1. If a character has Ablative defenses, those
fit the “feel” for most bricks. Can’t Hurt Me, page 70, defenses are always “on top” — they get affected
is an example of one exception; another would be first, before any other defenses. Otherwise the
a brick who has super-strength because his body is Limitation may not actually restrict or hinder the
made of energy. character to any significant degree.
More exotic Defense Powers, such as Flash 2. If a character has Damage Reduction that applies
34 ■ Building A Brick HERO System 5th Edition, Revised
to an attack, it applies last — after all ordinary (sub- mum roll would be 24 BODY. Therefore, a power
tractive) defenses diminish the damage. built with Force Wall (24 PD) effectively makes
In light of the guidelines below, as well as a character immune to damage from swords.
common sense, dramatic sense, and considerations Sure, a giant with a giant-sized sword might do
of game balance, the GM may change or ignore enough damage to get through the Force Wall, or
either of these rules. But in general they should an enchanted blade might slice right through the
always apply, since they help to maintain the bal- magical barrier, but for the vast majority of situa-
ance between attacks and defenses in the HERO tions, the spell offers total invulnerability.
System. Once you have an ability that effectively cre-
Second, in general, characters should apply ates the absolute effect you want, have the GM
“layered” defenses in the following order: declare it as being a true absolute effect. (If you like,
1. Force Walls and other defenses that manifest out- you could even include the phrase “Absolute Effect
side or away from the character’s body. Rule” in the ability’s write-up.) If he agrees, then, by
campaign ground rules, the ability has a true abso-
2. Force Fields and other defenses that manifest at lute effect. Using the example above, if the Force
or around the character’s body, but which surround Wall (24 PD) ability has the Absolute Effect Rule
the body in such a way as to cover worn defenses. applied to it by the GM, it now provides absolute
3. Worn defenses — defenses bought through a invulnerability to sword damage. It doesn’t matter if
Focus such as a suit of powered armor, an armored a sword is Armor Piercing, or does 53 BODY — it
costume, or the like — and other defenses immedi- can’t affect the character, because the power makes
ately next to the character’s body. him totally immune to damage done by swords.
In HERO System terms, there are two ways to
4. Innate defenses — defenses the character has
create total invulnerability/immunity to a specific
or buys as innate abilities that aren’t listed above,
attack form. The first is a Force Wall, Hardened,
including his standard PD and ED, Damage Resis-
with enough DEF to resist the highest BODY
tance, some special effects of Armor, defenses pro-
damage roll that type of damage could, given an
vided by Density Increase, and so forth.
average attack, achieve in the campaign. The second
is Damage Reduction, Resistant, 75% plus Armor,
Of course, these are guidelines, not necessarily
Hardened (30 PD or ED) (or, alternately, the same
rigid rules. No set of rules can account for every
Active Points’ worth of just Hardened Armor).
possible combination of Powers, special effects, and
To keep this from becoming unbalancing, the
in-game circumstances, so the GM should modify
character must declare a specific type of attack or
these guidelines as he sees fit.
special effect that his invulnerability applies against
Invulnerability: The Absolute Effects Rule — swords, fire, magic, punches, or the like. Charac-
Some bricks in adventure fiction claim to be ters can’t buy invulnerability to everything.
“invulnerable,” either to a particular type of harm, The Absolute Effects Rule is, of course, com-
or to any form of injury. While these claims often, pletely optional. The GM can use it or not, as he
if not always, turn out to be spurious — there’s sees fit.
something, no matter how rare or unusual, or some
ABSORPTION
special form of attack, that can penetrate the char-
acter’s defenses and hurt him — some gamers take The “absorbing brick” archetype discussed on
the word “invulnerable” to heart and want to create page 23 relies on this Power as his defining ele-
characters who have that property. ment. The Harder You Hit Me, The Stronger I Get on
The HERO System has few, if any, absolutes. page 78 is an example of a typical brick-oriented
There’s no way to create an attack that always hits Absorption power.
its target, a power that always kills its target, or the Absorbable Attacks
like. And that includes defense; there’s no way to Most forms of Absorption only work against
absolutely, positively, guarantee that a character is attacks or forces that cause BODY damage. How-
“invulnerable” to damage (be it all damage, or some ever, in the GM’s discretion, a character can Absorb
types of damage). The only way you can create an from STUN-only attacks, if doing so would be
“invulnerable” character is for the GM to institute reasonable according to the special effects involved
the Absolute Effects Rule. To do this, you use the and not unbalance the game. For example, a char-
HERO System rules to create protective powers acter with physical Absorption might be able to
that provide effective absolute defenses. What this Absorb from an NND Energy Blast defined as a
means is that, while the rules for an ability do not rubber bullet (because it has a definite physical
specifically say, for example, “this power provides impact), but not from a tranquilizer dart or an
complete protection from fire, regardless of the Enervator Ray. If the attack is one the character
damage rolled,” you can effectively achieve absolut- can Absorb (for example, it’s an energy attack, and
ism based on the campaign’s general parameters he has Absorption (energy)), count the Normal
and standards. All you have to do is build the ability Damage BODY. That represents the amount of
to cover the vast majority of circumstances. BODY he can Absorb from that attack, even though
For example, suppose that most swords in the the attack itself doesn’t cause BODY damage. The
campaign do 1½d6 Killing Damage. The biggest same reasoning can apply to Powers that don’t
sword does 2d6, which STR and other bonuses directly “damage” the character, like Dispel, though
could raise to as much as 4d6. On 4d6, the maxi- the GM should be even warier about allowing char-
The Ultimate Brick ■ Chapter One 35

acters to Absorb from them than from STUN-only by buying a Linked Defense Power with the Limita-
attacks. tion Only Up To Amount Rolled By Absorption. Any
such defenses work normally according to their
Maximum Effect
standard rules. For example, a defense power like
Once a character reaches his maximum
Armor or Force Field applies against both STUN
Absorption amount, he can use his Absorption
and BODY damage as normal, and offers the full
again when at least some of the points he Absorbed
value rolled on the Absorption dice against any
have faded, but still only up to the maximum. For
attack the character Absorbs from.
example, if a character has Absorption 2d6, he can
Absorb a maximum of 12 BODY worth of effect. Example: Absorbo has Absorption 6d6 and 30
If he Absorbs the full 12, he can’t Absorb any more points of Armor that protect him Only Up To
until some of those points fade. After a Turn, 5 Amount Rolled By Absorption. He’s attacked
points fade. He can now Absorb again, but only 5 with a 30 STUN, 10 BODY. He rolls his Absorp-
points — up to his defined maximum of 12. tion dice and gets 26, so he can Absorb 26 BODY
When determining whether a character worth of attacks that Segment. His Armor pro-
reaches his Absorption maximum, only the BODY vides 26 points of protection against attacks he
Absorbed matters, not the character’s roll. For suffers that Segment that he can Absorb. So, he
example, suppose a character has Absorption 6d6 takes 4 STUN, 0 BODY from that attack.
(maximum of 36 BODY). He’s hit with an attack
Absorbo is then hit with a 25 STUN, 5 BODY
that does 10 BODY. He rolls his Absorption dice
attack. He Absorbs all 5 BODY, leaving him 11
and gets 19. He Absorbs the full 10 BODY, and has
BODY worth of Absorption left this Segment.
26 BODY worth of Absorption left. The roll of 19
His Armor offers 26 points of protection against
doesn’t matter; it’s the 10 BODY he did Absorb that
the attack, so he takes no damage.
counts.
Absorbo is then hit with a 38 STUN, 12 BODY
Fade Rate
attack. He can Absorb 11 BODY, but not the
If a character defines his Absorption as going
twelfth point of BODY damage. His Armor pro-
to two or more things (such as STR and STUN, or
vides 26 points of protection against this attack,
CON, PD, and ED), the points should fade from the
so he takes 12 STUN, 0 BODY.
affected things at as equal a rate as you can achieve
without using fractions. If a choice has to be made Absorbo is then hit with a 27 STUN, 8 BODY
to avoid a fraction, the player makes that choice attack. Since he can’t Absorb from this attack,
when the character buys the power, and cannot his Armor provides no protection for him at all.
alter it thereafter except with the GM’s permission.
If the GM wants to simplify how Absorption
Example: Absorbo has Absorption (half to works as a defense, try this optional rule: double
STR, half to PD) that fades at the rate of 5 the cost of Absorption (to 10 Character Points per
points per Turn. Ordinarily that would mean die), but have the total rolled on the dice count as
2.5 points from STR and 2.5 points from PD both PD and ED which the character can apply
each Turn, but that causes fraction problems. against any attack he Absorbs from that Phase. This
Absorbo decides his STR loses 2 points and his defense is Normal (non-Resistant), but the charac-
PD 3 points per Turn. ter can make it Resistant by applying a +½ Advan-
tage to his Absorption. If the character does not or
If the Absorption affects two or more Char-
cannot Absorb from an attack, he cannot apply his
acteristics (or the like) simultaneously because the
“protective Absorption” against it.
power has the Variable Effect Advantage, the points
fade from both at the full rate simultaneously. AID
Absorption And Damage Aid is the ideal power for many brick tricks
If a character uses Absorption to increase his that represent how a character’s STR (or related
STUN (or END), and then takes STUN damage (or Characteristics) increase temporarily in specific
uses END), the STUN lost (or END used) come out situations, but where the gain in STR isn’t always
of the boosted part first, just as with Aid. predictable or uniform. Adrenaline Surge (page 50)
If a character has Absorption that goes to a and Rage-Augmented Strength (page 61) are two
Characteristic that can be reduced by attacks (typi- good examples. If predictability is necessary or
cally, STUN or BODY), and he’s hit with an attack desirable, use the Characteristics Power instead.
he can Absorb that damages that Characteristic, Similarly, spells and enchanted items in Fan-
apply the damage that gets through his defenses (if tasy games often use Aid STR for strength-enhanc-
any) first. Then apply the effects of Absorption. ing effects. This not only lets the spellcaster use the
If a character’s Absorption feeds his PD or ED spell on other characters without difficulty, it has a
(or a Defense Power), the increase obtained from random element that suits the often-unpredictable
Absorption applies against attacks suffered later in nature of magic.
that same Segment. Using Aid requires an Attack Roll, which
means it constitutes an Attack Action, and is sub-
Absorption As A Defense ject to all rules on Attack Actions, even if it’s used
As described on page 132 of the HERO System on one’s self or a willing subject. Characters can
5th Edition, Revised rulebook, characters can simu- get around this difficulty by applying the Trig-
late having Absorption protect them from attacks
36 ■ Building A Brick HERO System 5th Edition, Revised
ger Advantage to an Aid-based power, or the GM damage caused by it.
might rule that a self-only Aid such as Rage-Aug- The Armor Piercing Advantage does not reduce
mented Strength can be activated as a Zero-Phase the effects of Damage Reduction, but does affect
Action. the defenses used to reduce damage before Damage
Some brick-oriented Aids, like Rage-Aug- Reduction applies.
mented Strength, have the Continuous Advantage. Characters may apply the Hardened Advantage
In this case, the character rolls the Aid dice every to Damage Reduction. The Damage Reduction then
Phase until he reaches the maximum effect. The affects Penetrating attacks normally; the special
normal rules for the fading of the Aid apply, but as rule stated on page 144 of the HERO System 5th Edi-
soon as the Aid fades by even a point, the power tion, Revised rulebook no longer applies.
activates again in the character’s next Phase (prob-
Multiple Damage Reductions
ably in Segment 2 or 3, assuming the fade occurs
A character may have two or more Damage
every Post-Segment 12), and keeps activating until
Reduction-based abilities if he wishes (and the GM
he’s back up to maximum effect.
permits). However, this is usually only appropriate
DAMAGE REDUCTION if each ability is somehow distinct (they have differ-
As mentioned above, Damage Reduction is a ent Power Modifiers, or the like). If a character has
valid option for many brick characters. However, two or more Damage Reduction powers that could
GMs should beware bricks with high defenses apply to the same attack, he can only apply the
and Damage Reduction. As a preliminary rule of largest/most effective one — he can’t apply multiple
thumb, the GM should convert the points spent Damage Reductions to keep reducing the damage
on Damage Reduction to the character’s stan- from a single attack.
dard form of defense and see what the character’s DAMAGE RESISTANCE
“total defense” would be if that’s how he’d spent
If a character buys Damage Resistance, the
them. That might tell the GM right there that the
Advantages on his base PD/ED and the Damage
character has an unbalancingly large amount of
Resistance have to match. If the base PD/ED
defense. Even if the brick’s defenses are within the
already have an Advantage, the Damage Resistance
realm of reason using that analysis, the GM has
has to have it, too; if he wants to apply an Advan-
to consider the other effects of Damage Reduc-
tage to his Damage Resistance, he has to apply it to
tion — for example, the fact that it can apply to
his base PD/ED as well. Otherwise, the Advantage
attacks that might otherwise affect the brick, like
has no effect. A character cannot, for example, buy
NNDs or Drains — and decide whether that addi-
Damage Resistance as Hardened unless his base
tional utility makes the power too effective for
PD/ED are also Hardened; if he does, the Advan-
the campaign. (The GM may also want to take the
tage has absolutely no effect.
character’s DCV into account; high defenses plus
Damage Reduction tend to be more balanced with DENSITY INCREASE
a low-DCV character.) The definitional power for most characters
If the Damage Reduction seems like “too of the “heavy brick” archetype, Density Increase
much” for the campaign, the GM has several applies to characters who can change their density
options. First, he can forbid it altogether. Second, at will. If a character is always heavier than normal,
he can require the character to buy a lesser amount he he should buy a suite of powers and Disad-
of Damage Reduction. Third, he can require the vantages reflecting that state, not DI. For every
character to apply Limitations that reduce the effec- doubling of mass, the character should buy +5 STR
tiveness of the Damage Reduction (such as making with the Limitation No Figured Characteristics (-½),
the Damage Reduction only apply against specific +1 PD, +1 ED, and Knockback Resistance -1” (total
types of attacks). cost: 7 points per doubling of mass). He should
Applying Damage Reduction also take a Physical Limitation representing the
When a character applies Damage Reduction inconvenience of being so heavy all the time, which
and gets a fractional result, the damage rounds in makes it difficult to ride in vehicles (or on mounts),
favor of the character
with Damage Reduction
per the standard HERO
System rounding rules.
HEAVY PHYSICAL LIMITATION
If a character has Character’s Mass Is... Physical Limitation
Resistant Damage Reduc- 2-3 times normal (200-399 kg) Infrequently, Slightly Impairing: 5 points
4-7 times normal (400-799 kg) Frequently, Greatly Impairing: 15 points
tion, but his PD and ED
8-15 times normal (800-1,599 kg) Frequently, Greatly Impairing: 15 points
are not Resistant, he may 16-31 times normal (1,600-3,199 kg) Frequently, Greatly Impairing: 15 points
not apply his PD and ED 32-63 times normal (3,200-6,399 kg) Frequently, Greatly Impairing: 15 points
against the STUN caused 64 or more times normal (6,400+ kg) All The Time, Greatly Impairing: 20 points
by Killing Attacks.
The listed Disadvantage values are only guidelines. The GM should feel free to change
If a character lacks them to suit specific characters, the campaign setting, or other factors. For example,
the defense to an NND Ironclad (Champions, page 184) gets 20 points for weighing 20 times normal human
or AVLD attack, he can weight, since he lives in a city with a lot of skyscrapers, often finds himself in situations
still apply his Damage where someone has to carry him, and so forth.
Reduction to reduce the
The Ultimate Brick ■ Chapter One 37

to walk on the upper floors of buildings without strength and materials in the environment to stop a
falling through, to avoid leaving tracks almost dangerous phenomenon. For example, Burgida the
everywhere he walks, and so forth. The accompany- half-giantess might tear down a tapestry so that it
ing table lists the value of the Physical Limitation falls on and smothers a fire. If appropriate, the GM
based on mass. can resolve the outcome of such an action by con-
A character can use the STR he gets from Den- verting the character’s points of STR to the Active
sity Increase for any purpose he could normally use Points in a Dispel. If Burgida has 30 STR, the GM
STR for — it doesn’t just help him move his extra might roll her attempt to put out a fire with a tapes-
mass around, it affects how much he can lift, how try as a Dispel Fire 10d6.
hard he punches, and so forth. Density Increase does
DRAIN
not reduce a character’s STR-based forms of move-
ment, such as Running and Swimming (though there Bricks can use this versatile Attack Power
are optional rules for the effect of mass on Leaping to create a wide variety of brick tricks and like
on page 14, if the GM wants to use them). abilities. If you want your brick character to be
If a character uses both Density Increase able to do something that makes other characters
and Growth at the same time, all mass multipliers temporarily less effective or competent, a Drain
add together. Thus, a character with 15 points of is often the best way to construct that ability. The
Growth and 5 points of DI has x16 normal human Numbing Grip (page 60) and Super-Wrestler’s Grip
mass. If a character uses both DI and Shrinking at (page 65) strength stunts are good examples. If the
once, determine the character’s mass based on the brick wants the effect to last a long time, apply the
use of Shrinking, then double that mass for each Delayed Return Rate Advantage.
level of DI in effect. EXTRA LIMBS
Characters of great mass may be able to injure
their foes simply by crushing them. See page 99 Thematic bricks whose powers derive from
regarding crushing damage. some sort of animal often have Extra Limbs — a
tail, another pair of arms, or the like. Given bricks’
DISPEL emphasis on HTH Combat, an Extra Limb provides
You can use Dispel to create various abilities a big tactical advantage. It allows a brick to Grab
through which bricks can eliminate, remove, or more people at once, to keep punching someone
snuff out dangerous substances or phenomena. The after Grabbing him, or the like. A brick who’s highly
Super-Strong Breath power (page 65) provides an skilled at using multiple arms in combat could buy
example of the most common brick trick of this Skills or Powers to simulate that (see Multi-Limbed
sort — blowing out fires, or using breath to disperse Combatant, page 59).
gases and mists.
In some cases, a brick may try to use his
38 ■ Building A Brick HERO System 5th Edition, Revised
FIND WEAKNESS
Bricks in general have a reputation for causing LARGE CHARACTERS
tremendous amounts of destruction and damage
to the local environment when they fight — and Cost Size: Large (up to twice human size)
this Power is one reason why. With a little bit of 15 Greater Strength: +15 STR
Find Weakness, a brick can destroy a building even 6 Greater Mass: +3 BODY
6 Heavy: Knockback Resistance -3”
quicker than normal (perhaps with the intent of
5 More Impressive: +5 PRE
collapsing it on his foes), or simply find his enemy’s 12 Long Legs: Running +6”
weak spot and hit it as hard as he can. 3 Tougher: +3 ED
FLIGHT 4 Reach: Stretching 1”
-5 Physical Limitation: Large, up to twice human
Although Flight has no real connection to size and/or mass (4m, or 2”) (character is at -2
the special effects that explain most bricks’ super- DCV, and others receive +2 on their PER Rolls to
strength and other powers, the idea of a super- perceive him) (Infrequently, Slightly Impairing)
strong person being able to fly dates all the way Total cost: 51 points, 5 points of Disadvantages.
back to Superman. Therefore it’s usually appro- Cost Size: Enormous (up to four times human size)
priate for bricks to buy Flight, provided they can 30 Greater Strength: +30 STR
come up with some quasi-plausible special effect/ 12 Greater Mass: +6 BODY
explanation for it. (See also Brick Flight, page 75, for 12 Heavy: Knockback Resistance -6”
a leaping-like power built with Flight.) 10 More Impressive: +10 PRE
24 Long Legs: Running +12”
GROWTH 6 Tougher: +6 ED
The definitional power for most characters 9 Reach: Stretching 2”
of the “giant brick” archetype, Growth applies to -15 Physical Limitation: Enormous, up to four
times human size and/or mass (character is at
characters who can increase their height at will. If a
-4 DCV, and others receive +4 on their PER
character is always taller than normal, he he should Rolls to perceive him) (8m, or 2.1-4”)
buy a suite of powers and Disadvantages reflect- (Frequently, Greatly Impairing)
ing that state, not Growth. The accompanying text Total cost: 103 points, 15 points of Disadvantages.
box lists the appropriate abilities for each category
Cost Size: Huge (up to eight times human size)
of height above normal human size. (See also page 45 Greater Strength: +45 STR
114, regarding the “collateral damage” large charac- 18 Greater Mass: +9 BODY
ters can cause.) 18 Heavy: Knockback Resistance -9”
15 More Impressive: +15 PRE
DCV Modifiers
36 Long Legs: Running +18”
Listed with the abilities is the appropriate 9 Tougher: +9 ED
Physical Limitation for being that size all the time. 17 Reach: Stretching 4”
The Disadvantage includes a DCV penalty for two -15 Physical Limitation: Huge, up to eight times
reasons: first, it almost never varies from the stan- human size and/or mass (character is at -6 DCV,
dard; second, because the rules for negative DCV and others receive +6 on their PER Rolls to
Levels (HERO System 5th Edition, Revised, page 54) perceive him) (16m, or 4.1-8”) (Frequently,
are optional. However, the value of the negative Greatly Impairing)
DCV Levels (using the standard cost of 5 Character Total cost: 158 points, 15 points of Disadvantages.
Points per Level) exceeds the points the character Cost Size: Gigantic (up to 16 times human size)
gets from the Physical Limitation. If you prefer, you 60 Greater Strength: +60 STR
can adopt the negative DCV Levels rule, and then 24 Greater Mass: +12 BODY
instead of including the reduced DCV as part of 24 Heavy: Knockback Resistance -12”
the Physical Limitation (list it as a separate Physical 20 More Impressive: +20 PRE
48 Long Legs: Running +24”
Limitation with value equal to the negative Levels’
12 Tougher: +12 ED
cost). 34 Reach: Stretching 8”
A character attacking a Grown character does -15 Physical Limitation: Gigantic, up to 16 times
not get Target Size bonuses in addition to the DCV human size and/or mass (character is at -8
penalty the target suffers. The Target Size modifier DCV, and others receive +8 on their PER Rolls
is generally used only for objects which don’t have to perceive him) (32m, or 8.1-16”) (Frequently,
defined CVs. Greatly Impairing)
Total cost: 222 points, 15 points of Disadvantages.
Growth Momentum
The rules for Shrinking on pages 218-19 of it on. The target has to be larger than or directly
the HERO System 5th Edition, Revised rulebook above the character. That includes beings taller
discuss the concept of growth momentum. Using it, than he is, overhangs on buildings (but not build-
a Shrunk character “grows” back to normal height ing walls themselves), ceilings, and possibly even
underneath a foe, uppercutting him in the process characters using Flight who are directly above the
and using the momentum of growing to do more character.
damage than normal. If the GM permits, characters Growth-based growth momentum does +1d6
with Growth can use growth momentum as well... per -1 DCV the Grown character suffers. The char-
though of course they’re going to have a lot harder acter also gets to apply the extra STR he gains from
time finding targets larger than themselves to use
The Ultimate Brick ■ Chapter One 39

from where the character’s shoulder is located, do so.


LARGE CHARACTERS (CONT.) Reach provided by Growth does not reduce or
otherwise affect the Range Modifier the character
Cost Size: Gargantuan (up to 32 times human size) suffers, which is still calculated from where the char-
75 Greater Strength: +75 STR acter stands. However, the GM could, in his discre-
30 Greater Mass: +15 BODY tion, count the Range Modifier from the character’s
30 Heavy: Knockback Resistance -15” hand, if he feels that would be appropriate.
25 More Impressive: +25 PRE At no level does Growth automatically entitle
60 Long Legs: Running +30” characters to make Area Of Effect attacks with their
15 Tougher: +15 ED
large hands or feet. A character who wants such an
69 Reach: Stretching 16”
-15 Physical Limitation: Gargantuan, up to 32 times attack must pay Character Points for it (see Gigan-
human size and/or mass (character is at -10 tic Fists, page 83).
DCV, and others receive +10 on their PER Rolls Growth And Thickness
to perceive him) (64m, or 16.1-32”) (Frequently,
The Growth rules describe how tall and wide
Greatly Impairing)
Total cost: 304 points, 15 points of Disadvantages. a character becomes, but they establish no param-
eters for how thick his torso and frame become. For
Cost Size: Colossal (up to 64 times human size) the most part, there’s no need for players or GMs to
90 Greater Strength: +90 STR
know that, but if necessary you can assume that the
36 Greater Mass: +18 BODY
36 Heavy: Knockback Resistance -18” character’s “thickness” increases proportionately to
30 More Impressive: +30 PRE his height and width.
72 Long Legs: Running +36” Optional Expanded Growth Table
18 Tougher: +18 ED
Many entries in the Growth Table, such as
137 Reach: Stretching 32”
-20 Physical Limitation: Colossal, up to 64 times DCV, PER Roll penalty, and reach go up by incre-
human size and/or mass (128 m, or 32.1-64”) ments of greater than 1. Players and GMs who’d like
or larger (character is at -12 DCV, and others greater granularity in the Growth rules can use the
receive +12 on their PER Rolls to perceive him) accompanying Optional Expanded Growth Table.
(All The Time, Greatly Impairing)
Total cost: 419 points, 15 points of Disadvantages. HAND-TO-HAND ATTACK
Reach: Large characters’ extra reach is simulated with Hand-To-Hand Attack is extremely useful for
inches of Stretching, bought with these Power Modi- building offensive “brick tricks.” If you want your
fiers: Reduced Endurance (0 END; +½); Always Direct brick to be especially skilled at dishing out damage
(-¼), No Noncombat Stretching (-¼), No Velocity in a certain way, or against a particular type of
Damage (-¼). As with everything else in these tem- target, HA is the way to go. The Augmented Hay-
plates, reach is not required. Some characters, par- maker (page 51) and Python’s Grip (page 61) are
ticularly humaniform ones, need it. Others can’t reach good examples of this sort of power. For lower-STR
significantly far away from their bodies, so they don’t bricks, HA is a good way to match the damage-
need reach. dealing capability of their more muscular brethren.

Growing when determining the damage. If the Base Damage


character also has Shrinking and grows from a tiny Damage added to STR by an HA counts as
size to human size, then uses Growth to become “base damage done by STR” for purposes of the
even taller, he can use the growth momentum from “doubling damage” rule. However, characters in
both Powers. Heroic campaigns with weapons defined as HAs
still cannot more than double the weapon’s damage
Growth And Reach by applying STR.
Like the reach provided by Stretching, the
reach provided by Growth has some inherently HA And Advantages
“Indirect” effects in appropriate circumstances. For Hand–To-Hand Attack interacts with some
example, a sufficiently tall Grown character could Advantages in unusual ways.
stand right in front of someone, then reach down If a character purchases the Advantage Area
and tap him on the back. Of Effect for an HA, calculate the size of the Area
If a character has Stretching in addition to based on the HA’s Active Points plus the value of
Growth, the inches of Stretching add to Growth’s the STR the character can use with the Area Of
reach, but Stretching noncombat doublings don’t Effect HA. So, for example, a character with HA
include Growth reach. For example, if a character +6d6 (30 Active Points), Area Of Effect, and 30 STR
has 60 points of Growth (8” reach) and 10” Stretch- creates a 6” Radius effect ((30 + 30)/10).
ing, he could reach 18” (8” + 10”), and if using If a character has an HA Damage Shield, he
Noncombat Stretching could reach 28”. may still apply the Hand-To-Hand Attack Limita-
If a character has enough Growth to make him tion to it.
cover multiple hexes, for game purposes you gen- A character may not apply the Advantage
erally should calculate his reach from the hex the Ranged to an HA (except possibly when build-
character is deemed to be “standing” in. But as always, ing throwable HTH Combat weapons in Heroic
you’ve got to use your common sense and dramatic campaigns). To build such an attack, use Energy
sense as well. If it makes more sense to calculate reach Blast with the Range Based On Strength Limitation
(and other Limitations, as appropriate), or buy the
40 ■ Building A Brick HERO System 5th Edition, Revised

OPTIONAL EXPANDED GROWTH TABLE


Points Of Height Width Mass BODY/ PER Rolls Hexes Of
Growth (hexes) (hexes) (KG) STUN DCV Against Reach STR KB
0 1-2 m (1”) up to 1 m (½”) up to 100 +0 -0 +0 +0” +0 -0”
5 2.1-2.6 m 1.1-1.3 m 101-200 +1 -0 +0 +0” +5 -1”
10 2.7-3.3 m 1.4-1.7 m 201-400 +2 -1 +1 +0” +10 -2”
15 3.4-4.0 m (2”) 1.8-2.0 m (1”) 401-800 +3 -2 +2 +1” +15 -3”
20 4.1-5.4 m 2.1-2.6 m 801-1,600 +4 -2 +2 +1” +20 -4”
25 5.5-6.7 m 2.7-3.3 m 1,601-3,200 +5 -3 +3 +1” +25 -5”
30 6.8-8.0 m (4”) 3.4-4.0 m (2”) 3,201-6,400 +6 -4 +4 +2” +30 -6”
35 8.1-10.7 m 4.1-5.4 m 6,401-12,500 +7 -4 +4 +2” +35 -7”
40 10.8-13.4 m 5.5-6.7 m 12,501-25,000 +8 -5 +5 +3” +40 -8”
45 13.5-16.0 m (8”) 6.8-8.0 m (4”) 25,001-50,000 +9 -6 +6 +4” +45 -9”
50 16.1-21.3 m 8.1-10.7 m 50,001-100,000 +10 -6 +6 +5” +50 -10”
55 21.4-26.6 m 10.8-13.4 m 100,001-200,000 +11 -7 +7 +6” +55 -11”
60 26.7-32.0 m (16”) 13.5-16.0 m (8”) 200,001-400,000 +12 -8 +8 +8” +60 -12”
65 32.1-42.7 m 16.1-21.3 m 400,001-800,000 +13 -8 +8 +10” +65 -13”
70 42.8-53.4 m 21.4-26.6 m 800,001-1,600,000 +14 -9 +9 +13” +70 -14”
75 53.5-64.0 m (32”) 26.7-32.0 m (16”) 1,600,001-3,200,000 +15 -10 +10 +16” +75 -15”
...and so on

weapon as a normal HTH Combat weapon and use KILLING ATTACK — HAND-TO-HAND
the Throwing rules (page 15-17) to inflict damage While an animal-based thematic brick might
with it as a thrown object. have claws, fangs, or talons, a brick doesn’t need
If a character has an Uncontrolled HA, the pool natural weaponry to justify buying an HKA. With
of END used to power the ability must cover the his STR, his entire body is a weapon! By employ-
END for both the HA itself and the STR used with ing his tremendous strength to crush, shatter, tear,
it. He must pay this cost each Phase, but if he uses rend, and/or pierce instead of simply battering his
his STR for something else in a Phase, he doesn’t foe with his fists, he can inflict Killing Damage. See
have to pay END again, per the usual rules — he Crushing Grip (page 55) or Tear You Limb From
only pays END once in a Phase for all uses of STR, Limb (page 66) for some examples.
but in this case the END comes from the Uncon-
trolled pool. The amount of damage done with the KNOCKBACK RESISTANCE
attack depends on the character’s STR (which adds Heavy bricks usually get plenty of Knockback
at a low rate, since it has to take the Continuous and Resistance through Density Increase or their suite
Uncontrolled Advantages into account). An Uncon- of density-related abilities. Other bricks have to buy
trolled HA should have “target moves out of HTH KBR separately to represent their size and weight,
Combat range” as the condition (or one of the con- the ease with which they can brace themselves
ditions) that causes the Uncontrolled effect to cease. thanks to their prodigious strength, and the like.
Bracing (page 69) is a good example of this sort of
HA And Endurance
power.
An HA does not count as “STR” for purposes
While normal means of resisting Knockback
of the rule that a character only has to spend END
(described on page 420 of the HERO System 5th
once per Phase for all his uses of STR (page 17). If
Edition, Revised rulebook) only reduce the inches
a character uses an HA, he pays END for it, regard-
of Knockback, not the damage, Knockback Resis-
less of whether he uses STR that Phase or not.
tance reduces both. That’s one of the reasons it’s an
If a character applies the Increased Endur-
attractive purchase for many bricks, even though
ance Cost Limitation to his HA, the END multiplier
they can always use their STR to resist Knockback
applies only to it, not to the END he spends from
if they want.
STR when using his HA. Similarly, a character who
has Reduced Endurance (0 END) on his Hand-To- LACK OF WEAKNESS
Hand Attack still has to pay END for the STR he Bricks buy Lack Of Weakness more than just
uses with it. about any other character type. A brick is used
HEALING to being virtually invulnerable, and having some
marksman or martial artist ruin his day with a
With their tough and powerful bodies, bricks
couple of Phases of Find Weakness and a well-
can justify shrugging off the effects of injuries,
placed attack is unpleasant. For just a few points, a
and even Drains and other attacks, more quickly
brick can make this tragic event much less likely.
than other characters can. A brick with heightened
metabolism might even have regenerative abilities. LEAPING
See Fast Healer (page 74) for an example. For most bricks, Leaping is their preferred
mode of movement — they start out with plenty
of inches derived from their high STR, and they
can buy more cheaply. It’s not uncommon for really
strong bricks to be able to leap for miles. Depend-
The Ultimate Brick ■ Chapter One 41

ing on the nature of the character’s STR and other target. For example, if a brick has MegaLeaping
abilities, you can buy this as ordinary Leaping defined as 1” = 1 km, and he misses his Attack Roll
with lots of Noncombat Multiples, or you can buy by 2, he’s off-target by 2”, or 2 kilometers. (The GM
a naked MegaScale Advantage for the character’s may reduce this effect in the interest of dramatic
standard Leaping. In either case, the Accurate sense or the like.)
Adder is often worth considering.
LIFE SUPPORT
A character may sometimes want to make
a Half Move upward to attack someone. In that With their stronger-than-normal physiologies
case he completes his move on the next Segment, and resilient bodies, most bricks can easily justify
landing in that Segment on his DEX. For a really buying many forms of Life Support if they want it.
high vertical Leap, landing might take more than Super-strong lungs allow them to have Extended
one Segment (use the Falling rules as a guideline). Breathing, for example, and they’re so tough that
During the time he’s “in the air,” he’s at half DCV, all the Safe Environments and Immunities make
just as if he’d performed a Noncombat Leap. perfect sense. See Super-Physiology (page 79) for an
If a character makes a Leap that takes multiple example.
Phases to complete, he only pays END once, in the MISSILE DEFLECTION
Phase when he starts the Leap. Acceleration with
Leaping, whether it’s a single-Phase or multiple- As demonstrated by the I Ignore Your Puny
Phase Leap, is the same as for any other form of Energy Blast power (page 71), Missile Deflec-
movement. tion represents a way to make a brick immune
to Ranged attacks no matter how many dice of
MegaLeaping damage they do. Of course, this still leaves the brick
As mentioned above, bricks sometimes use open to attack by area-affecting powers, Entangles,
MegaScale for really long Leaps. A MegaLeap takes and the like, but he’s got plenty of ordinary defenses
one Phase per unit of measurement defined by the and STR for use against those attacks.
MegaScale. For example, if a brick bought Mega-
Scale (1” = 1 km) for his Leaping, then the Leap MULTIFORM
takes 1 Phase per kilometer. If it were 1” = 10 km, Multiform is ideal for thematic bricks who
his leap would take 1 Phase per 10 km. See Super- want to change shape into animals or the like. It’s
Leaping on page 76 for an example. even better for Jekyll/Hyde-type monstrous bricks
If a brick uses MegaLeaping, he must be able who look like ordinary people most of the time,
to perceive his target hex to land there accurately. but transform into ravening, super-strong fiends.
If he has no way to perceive over Mega-distances, It’s not necessary to buy Multiform just because the
or he misses his Attack Roll, the MegaScale effect character has two different shapes — he can justify
applies to the game inches by which he misses the the change in appearance as part of activating his
42 ■ Building A Brick HERO System 5th Edition, Revised
powers, as described in the HERO System 5th Edi- TUNNELING
tion, Revised rulebook, but if the two forms have Tunneling is a common form of brick move-
radically different abilities and/or personalities, a ment. With their massively powerful limbs, bricks
Multiform may be appropriate (possibly with Acci- can easily burrow through rock, earth, and other
dental Change; see page 47). substances. Fast-moving bricks with Flight or like
Example: Dr. Brandon Bruce is normally a powers might even turn their bodies into “living
highly intelligent scientist, a talented researcher drills” by rotating at incredible speeds. They can
dedicated to bettering the lot of Humanity also use Tunneling to simulate their ability to rip
through Science. Unfortunately, due to a lab through virtually any sort of wall or door. See
accident, he’s undergone a fundamental genetic Super-Digging (page 75) and Super-Strength Smash-
change that he cannot reverse. When he experi- Through (page 76) for examples.
ences stress or is subjected to certain chemicals Once created, a tunnel remains in existence
or radiations, he transforms into the incredible until filled in, collapsed, or otherwise changed
Klonk, a ten-foot-tall, superhumanly strong or destroyed. Tunneling works a lasting physical
monster. Since Klonk doesn’t have any of Dr. change on the environment, in much the same
Bruce’s memories, Skills, or abilities, Multiform way that an Energy Blast used against an inani-
is an appropriate way to represent this “power.” mate object can inflict lasting destruction. Deac-
If Klonk kept all of Bruce’s abilities, Multiform tivating Tunneling does not cause a character’s
might not be necessary — the change to Klonk tunnels to vanish.
would simply represent the activation of the Restrictions On Tunneling
character’s powers. Characters cannot use Tunneling to Tunnel
through a vehicle (though a GM might allow a
STRETCHING character to use Tunneling on the side of a large
Stretching is a particularly useful Power for vehicle, such as to tear through the back of a trac-
bricks since it allows them to apply their STR “at tor-trailer truck). Nor may they Tunnel through
range.” However, relatively few common special another character as a way of inflicting harm, or
effects or origins justify combining high STR with Tunnel through a Force Wall.
pure Stretching powers; instead, most bricks have Characters may not apply the Attack Versus
to have a Focus to buy a little Stretching. A chain Limited Defense or No Normal Defense Advantages
(with or without wrecking ball on one end!), a to Tunneling as a cheap way of Tunneling through
fighting staff built to withstand the brick’s strength, any substance regardless of its DEF. Nor may they
or the like can give a brick not only an extended use Find Weakness to halve the DEF of substances
reach, but some combat options that an “unarmed” they Tunnel through, or apply the Armor Piercing
brick lacks. or Penetrating Advantages to Tunneling.
Characters may not Tunnel through air or
TELEKINESIS liquids; Tunneling only works on solid substances,
As a form of “ranged STR,” Telekinesis allows such as soil.
you to create brick-like characters. A telekinetic has
the high STR of a brick — not as high as a brick Fill In
built on the same amount of points, usually, but Bricks’ Tunneling rarely includes the Fill In
Telekinesis offers some added utility that pure STR Adder, but it could if the brick defined it as “throw-
lacks, creating balance between the two types of ing the dug material behind me so it fills up the
characters. tunnel.” If Tunneling has Fill In, the filling in occurs
Telekinetics tend to differ from bricks in two automatically as the character tunnels (it doesn’t
ways. First, they don’t have nearly as much inher- require any extra Actions or time). Other persons
ent defense. Many telekinetics aren’t significantly can, with the Tunneler’s permission, follow him and
more resilient than a normal human. They may use the tunnel as well, but they must remain in the
have Force Field, Force Wall, and other defense same hex as him (unless the GM permits other-
powers defined as “telekinetic shields” and the like, wise in the interest of common sense and dramatic
but their bodies lack the sturdiness of a brick’s. sense). A character cannot follow the Tunneling
Second, they don’t normally buy “brick trick”-type character against the Tunneling character’s will
powers, even when they have the STR to use them. before he fills it in; if that’s attempted, the tunnel
Instead, they buy “telekinetic trick” powers, such as simply closes on the hapless follower (the GM can
Telekinetic Travel (Flight, defined as moving one’s determine the effects of that as he sees fit).
self with one’s own Telekinesis), Telekinetic Fists A character who’s bought Fill In doesn’t have
and Spears (Energy Blasts and RKAs, defined as to use it if he doesn’t want to — as stated in the
shaped bolts of telekinetic force), Telekinetic Point rules text, a character can fill in the tunnel behind
Defense (Missile Deflection, defined as telekineti- him, but he’s not required to. To build a form of
cally knocking missiles out of the air), and the like. Tunneling where the character must fill in the
(See page 220-26 of The UNTIL Superpowers Data- tunnel behind him, the character should buy Fill In
base for many more examples.) However, there’s and apply a Limitation, Fill In Always Occurs (-0).
no reason a telekinetic couldn’t buy some types of
brick tricks if he wanted to.
The Ultimate Brick ■ Chapter One 43

POWER
MODIFIERS
H
ere are some notes about Advantages and AUTOFIRE
Limitations that often affect bricks, or Buying the Autofire Advantage for STR allows
to which special brick-related rules may a character to apply Autofire to his punch (Strike).
apply. It does not apply to other Combat Maneuvers or
Martial Maneuvers.
POWER ADVANTAGES DOES KNOCKBACK, DOUBLE KNOCKBACK
These two Advantages work well for creating
Bricks use a wide variety of Advantages to
various brick tricks, such as Distance Punch (page
create brick tricks. In fact, some brick tricks are
55), Giant’s Smash (page 57), and Super-Strong
nothing more than a naked Advantage for STR. See
Breath (page 65). In Heroic games (which typi-
page 18 for rules about applying naked Advantages
cally use only Knockdown, not Knockback), Does
to STR (either all of a character’s STR, or part of it).
Knockback lets a high-STR character do actual
AFFECTS DESOLIDIFIED Knockback, which looks mighty impressive.
Few bricks use this Advantage; being Desolidi- INVISIBLE POWER EFFECTS
fied tends to be one of the best ways to avoid being
Since STR costs END, it has to have a per-
hurt by a brick’s massive fists. However, some bricks
ceivable “special effect.” That special effect is what
with mystic powers (such as a “divine avatar” brick)
others see and hear when the character exerts
might have the ability to affect intangible beings;
himself — they can perceive him picking up tre-
see Ghost Touch (page 57) for an example.
mendously heavy objects, punching with immense
AREA OF EFFECT, EXPLOSION force, and so on. There’s no requirement that STR
Many brick tricks use Area Of Effect (or be perceivable beyond that. A brick doesn’t have to
Explosion) to represent effects that the brick can be bulging with muscles just because he has a high
create all around him with his strength. Shockwave STR; he could be an ordinary looking person (even
(page 63) and Thunderclap (page 66) are the most an ordinary-looking child). Therefore, there’s no
common examples. need to buy Invisible Power Effects for a character’s
Applying Area Of Effect or Explosion to STR STR to make him look “normal.”
(almost always as a naked Advantage) typically MEGASCALE
means the character can perform Strikes against
Buying MegaScale as a naked Advantage for
everything in an area. Usually it simulates large
STR lets a brick vastly increase the Knockback
hands/limbs, gigantic feet, or the like. However, it
distance of his punches or how far he can throw
could also allow a character to Grab or lift every-
things. In most campaigns, brick tricks bought
thing in an area, assuming he’s strong enough to do
this way should have Limitations restricting them
so and has some way to grab everything at once.
so they apply to only one aspect of STR — for
The GM can adjudicate other effects on a case-
example, Stratospheric Punch (page 64) affects
by-case basis, taking special effects, game balance,
Knockback, and Stratospheric Throw (page 64)
common sense, and dramatic sense into account.
affects distance. MegaScale that could apply to any
If a character buys Area Of Effect or Explo-
aspect of STR would be unbalancingly powerful in
sion for his STR, he must apply the same damage or
most cases.
effect to everyone in the area affected. For example,
If a character buys a naked Area Of Effect
if a brick has STR 50 with Area Of Effect, all per-
Advantage for his STR, he could also buy Mega-
sons within the 5” radius area around him must
Scale to increase the size of the Area. Some GMs
take 10d6, or must all be Grabbed and fight against
might require this for characters who want to lift
his 50 STR to escape — he can’t choose to use 50
or move really large objects (like aircraft carriers,
STR against some of them, 40 STR against others,
skyscrapers, or planets) as a way of representing
and so on. (With Selective he could, of course,
how they “get a grip” that still allows the object to
choose not to affect some people at all.)
maintain its physical cohesion.
At the GM’s option sometimes a character
Characters cannot use MegaScale to increase
may buy a No Range Area Of Effect (Radius) and
the damage they do with STR, their lifting capacity
have the center hex not be the hex he’s standing in.
based on STR, or the like.
Instead, he stands on one edge of the Area, just like
with a No Range Cone or Line.
44 ■ Building A Brick HERO System 5th Edition, Revised

NO NORMAL DEFENSE REDUCED ENDURANCE


With NND you can build attacks that rep- This is a popular naked Advantage for STR,
resent a brick’s ability to apply his tremendous for obvious reasons. However, GMs should be wary
strength precisely in ways that inflict no lasting of it, since it can be unbalancingly effective. As a
harm. Bearhug (page 52) and Flick Of Unconscious- naked Advantage, the Reduced Endurance can be
ness (page 56) are two examples of this. used or not used as the character sees fit — which
Characters may not apply NND to HA unless means he can choose not to use it and Push his
the HA also has the Does BODY Advantage, in STR, while characters who buy Reduced Endurance
which case the effect of adding STR to increase the (0 END) normally for powers can’t do that. The
damage is governed by the rules on pages 405-09 GM may want to establish some sort of restriction,
of the HERO System 5th Edition, Revised rulebook. such as requiring a character who buys Reduced
If the STR dice can apply, they become part of the Endurance for some or all of his STR to make a
NND effect — a character with the proper defense Brick Tricks roll to Push his STR.
takes no damage from any of the dice, while one
VARIABLE ADVANTAGE
without it takes full damage.
Characters should only apply NND to HKA A naked Variable Advantage Advantage for
if the power also has the Does BODY Advantage or STR is an easy way to buy many different brick
the No STR Bonus Limitation (and again, the addi- tricks for a character (see Morningstar on page 182
tive effect of STR must be pro-rated to account for of Conquerors, Killers, And Crooks for an example
the Advantages). of this).
The Ultimate Brick ■ Chapter One 45

POWER LIMITATIONS NO CONSCIOUS CONTROL


You can apply the -1 version of this Limita-
LIMITED USES
OF STRENGTH
Here are a few notes about Limitations bricks tion, slightly redefined as “the character can’t acti-
often take for their abilities. vate/use the power at will, but can always control Here are some examples
the result when it does activate” to a character’s of Limited Power Limi-
ENDURANCE LIMITATIONS tations that could apply
STR to represent a brick who’s not yet used to his
Increased Endurance Cost is a valid Limitation incredible strength. In short, the character “doesn’t to STR:
for many brick tricks, provided the GM approves it. know his own STR.” He buys some (or all) of his
Given that many bricks have enormous END scores, STR with this Limitation. When he uses his STR, Only When Using Hay-
the GM may rule that increasing the END cost of an maker To Punch (-1)
the GM determines whether the extra STR “acti-
ability isn’t as restrictive as it would normally be, and vates.” The character still does what he wanted to do
reduce the value of the Limitation accordingly. Only For Determining
— he punches, or lifts, or throws, or what have you
Casual STR (-1½)
FOCUS — but he may end up using a lot more STR than he
planned to. As the character becomes more experi-
Brick tricks like The Big Wrap-Up (page 52), Only When Performing
enced with his strength, he buys this Limitation off. A Move Through (And/
which involve using materials near the brick to
affect other characters, usually take the OIF Limita- ONLY IN HEROIC IDENTITY Or Move Bys) (-1)
tion, defined as “appropriate materials of opportu- In Champions campaigns, many bricks only
nity.” At the GM’s option, if the required materials Only To Determine
have their super-strength and super-resilience in an Throwing Distance (-2)
are particularly rare, the character may increase the alternate form. Ordinarily they’re normal people,
value of the Limitation to -¾ or -1. but when they activate their powers, they become Only To Determine
LIMITED POWER bricks. If there’s no particular way to stop or restrict Throwing Damage
this change, it’s just a special effect of the activa- (-1½)
Bricks sometimes use the following forms of tion of the character’s powers, and no Limitation
Limited Power to build brick tricks: applies. But if the character has to do something Only For Throwing (-1)
Can Be Blocked (-¼): This is the HTH Combat to trigger the activation — speak a magical word,
equivalent of Can Be Missile Deflected. It’s used for drink a potion, perform a quick ritual, put on a Only Adds To Squeeze
HAs with the Area Of Effect Advantage and other suit of powered armor or a magical amulet — then Damage (-1½)
such powers. other people or events can stop him from becom-
Must Follow Grab (-½): This Limitation signifies a ing super-strong. In that case, Only In Heroic Iden- Only To Stop Moving
power that only works after the character has per- tity might apply to some or all of his powers (you Objects (-2)
formed a Grab on the target, or after a successful might also want to consider building an “alternate
use of the power itself. For example, Bearhug (page form” brick with Multiform; see page 41). Only To Escape From
Grabs/Entangles (-1)
52) requires the brick to Grab the target before he RANGE LIMITATIONS
can squeeze him.
The No Range Limitation is appropriate for
Only Affects Particular Aspect Of STR (-¼ to -1½): brick tricks that involve affecting everything around
Many brick tricks represent a brick’s heightened the character, such as the Shockwave variant on page
ability to use some aspect of his STR — he can 64. (These tricks usually have Area Of Effect and
throw things farther than normal, or hit his foes Personal Immunity/Hole In The Middle as well.)
with a particular type of attack harder, or the like.
This Limitation reflects the restrictions on the pow- REQUIRES A SKILL ROLL
er’s use. See the sidebar for some examples. As you can see in the Brick Tricks section
of this chapter, many “strength stunts” have the
LINKED Requires A Brick Tricks Roll Limitation, either
Characters may buy an attack that Links to standard or as an option. See pages 31-32 for more
their punch (Strike) or a similar single attack. To discussion of the Brick Tricks Skill.
determine the value of the Limitation (i.e., whether
the Linked power or the character’s STR is the SIDE EFFECTS
greater power), use the full value of the character’s Bricks can be tough on the environment
STR, not just the points he spent on it. For example, — they smash things, tear up huge chunks of the
a STR 60 character’s STR has a cost of 60 for these ground, and knock over buildings and vehicles.
purposes, not 50. Some brick tricks require this, and take the Side
Effects Limitation to represent this. Since the
Example: Diabolik, a villainous brick whose damage only affects the local environment, and
powers derive from an “infernal blessing” usually qualifies as a Minor effect, the Limitation is
placed upon him by Mephistopheles, wants worth -0 (even if it always occurs).
to buy a “Demonfire Punch” in which his fist Alternately, some brick tricks might endanger
is sheathed in an aura of demonic flame. He the brick himself — if he doesn’t do them right,
defines the Demonflame as an RKA 3d6 and he pulls muscles and tears ligaments, finds himself
wants to Link it to his punch. He has STR 50, crushed beneath a tremendous weight, or the like.
which means he spent 40 Character Points on The value of this Side Effect varies, based on its
STR. However, for purposes of determining the extent and the cost of the power.
value of the Linked Limitation, his STR has a
value of 50 Active Points. Therefore the RKA
3d6 (45 Active Points) gets a -½ Linked.
46 ■ Building A Brick HERO System 5th Edition, Revised

POWER FRAMEWORKS 3u 4) Crack The Whip: Energy Blast 8d6, Indi-


rect (always originates with character, but
Buying a lot of brick tricks, or other brick- can strike foe from one of several directions;
related powers, can get expensive. Bricks sometimes +½); OIF (appropriate materials of opportu-
buy them through Power Frameworks not only to nity; -½), Only Versus Properly-Positioned
save some points, but because that makes it easier Targets (-¼), Limited Range (limited to
to buy more brick tricks with Experience Points. length of “whip”; -¼), Side Effect (may cause
Ordinarily characters aren’t allowed to buy considerable damage to the environment; -0)
naked Advantages as slots in Power Frameworks. 2u 5) Distance Punch: Double Knockback (+¾)
However, since many brick tricks are built with for up to 60 STR; Requires A Brick Tricks
naked Advantages for STR, the GM may want to Roll (-½), Increased Endurance Cost (x2
waive that rule in this situation. END; -½)
Here are two example Power Frameworks for 3u 6) Flick Of Unconsciousness: Energy Blast
bricks: 6d6, NND (defense is Lack Of Weakness on
Cost Power defenses covering the head, or any innate
60 Brick Tricks: Multipower, 60-point reserve rPD protecting the head; +1); No Range (-
1u 1) Augmented Haymaker: HA +4d6; Hand- ½), Requires A Brick Tricks Roll (-½), Side
To-Hand Attack (-½), Only When Using Effects (if character fails roll, opponent takes
Haymaker To Punch (-1) character’s full STR damage; -¼)
2u 2) Bearhug: Energy Blast 6d6, NND 3u 7) Poke: Armor Piercing (+½) for up to 60
(defense is Life Support [Self-Contained STR
Breathing]; +1); Must Follow Grab (-½), No 3u 8) Shockwave: Explosion (+½) for up to
Range (-½), Requires A Brick Tricks Roll (- 60 STR, Hole In The Middle (the hex the
½), Side Effects (if character fails roll, oppo- character stands in when he uses the power;
nent takes character’s full STR damage; -¼) +¼); Only Affects Targets On The Ground
2u 3) The Big Wrap-Up: Entangle 6d6, up to 6 (-¼), Extra Time (Full Phase; -½), Only Does
DEF; OIF (appropriate materials of oppor- Knockdown, Not Knockback (-0)
tunity; -½), No Range (-½), Extra Time (at 3u 9) Tear You Limb From Limb: HKA 2d6 (up
least a Full Phase, and often longer, depend- to 4d6 with STR)
ing on how long it takes to get the materials; 2u 10) Thunderclap: Hearing Group Flash 8d6,
-½), Defense Depends On Materials Used Explosion (-1d6/3”; +1), Hole In The Middle
(-½), Side Effect (may cause considerable (the one hex the character is standing in
damage to the environment; -0) when he uses the power; +¼), Does Knock-
back (+¼); No Range (-½), Extra Time (Full
Phase; -½), Restrainable (-½)
Total cost: 84 points.

30 Brick Tricks: Elemental Control, 60-point


powers
30 1) The Big Wrap-Up: Entangle 6d6, up to 6
DEF; OIF (appropriate materials of oppor-
tunity; -½), No Range (-½), Extra Time (at
least a Full Phase, and often longer, depend-
ing on how long it takes to get the materials;
-½), Defense Depends On Materials Used
(-½), Side Effect (may cause considerable
damage to the environment; -0)
30 2) Flick Of Unconsciousness: Energy Blast
6d6, NND (defense is Lack Of Weakness on
defenses covering the head, or any innate
rPD protecting the head; +1); No Range (-
½), Requires A Brick Tricks Roll (-½), Side
Effects (if character fails roll, opponent takes
character’s full STR damage; -¼)
30 3) It’s Like Hitting A Brick Wall: HKA 1d6+1
(up to 2½d6 with STR), Continuous (+1),
Damage Shield (+½), Reduced Endurance (0
END; +½); Does Not Work Against Persons
Who Grab Or Are Grabbed By The Charac-
ter (-½)
30 4) Super-Digging: Tunneling 12” through
DEF 12 materials
30 5) Super-Leaping: Leaping +30”, x128 Non-
combat
Total cost: 180 points.
The Ultimate Brick ■ Chapter One 47

DISADVANTAGES
H
ere are some notes on Disadvantages that DISTINCTIVE FEATURES
are particularly appropriate for bricks, or In some campaigns or settings, a brick’s mas-
which they often take. (See also the notes sive muscles may distinguish him from other
about Physical Limitations under Density people around him in ways that qualify as a Dis-
Increase and Growth, above.) tinctive Feature. Usually this a 5-point Feature,
ACCIDENTAL CHANGE since they’re relatively Easily Concealed and are
just Noticed And Recognizable. However, if the
Bricks whose powers derive from changing to
character’s muscles make him look particularly
another form — whether they define the change
threatening or suspicious, the Feature may Cause
as the special effect of activating their powers, as a
Major Reaction instead.
Multiform, or as the special effect for the OIHID
On the other hand, in some settings (such as
Limitation — often take Accidental Change as a
a Champions game with lots of superhumans, or a
Disadvantage. The character who transforms into a
Fantasy Hero or Star Hero campaign with a pleth-
super-strong monster when he gets angry, experi-
ora of odd-looking races), just having big muscles
ences stress, smells blood, or the like is a staple of
isn’t that distinctive. A brick would need some
comic books and adventure fiction.
really unusual-looking features — like Grond’s
In some cases, a character can access his super-
four arms and green skin! — to stand out from the
strong form only by Accidentally Changing. In that
crowd.
case he should buy those powers with the -1 ver-
sion of No Conscious Control (representing the fact ENRAGED/BERSERK
that he can’t control their activation, but can use This is a classic Disadvantage for bricks, par-
them at will after they activate). Alternately, the GM ticularly monstrous ones. Heroic bricks usually
may require him to buy those powers without a restrict themselves to Enrageds; villainous bricks,
Limitation, but grant him +10 Character Points (or or those with less self-control for some reason,
more) for his Accidental Change Disadvantage. The often choose Berserk instead. Examples include:
latter approach makes more sense if the character
Value Disadvantage
has some chance of activating his change — for
Fire
example, if he changes when angry, and can expose
15 Enraged: when confronted with fire
himself to things that make him angry when he
(Uncommon), go 11-, recover 11-
needs to change form.
25 Enraged: Berserk when confronted with fire
At the GM’s option, a brick without an alter-
(Uncommon), go 11-, recover 11-
nate form could take Accidental Change to repre-
sent the chance that something accidentally reveals In Combat
his super-strength. (This assumes, of course, that it’s 35 Enraged: Berserk in combat
not obvious from his appearance that he’s a brick, (Very Common), go 11-, recover 11-
or superpowered.) The GM should roll the Disad- 45 Enraged: Berserk in combat
vantage at the beginning of each game session (or (Very Common), go 14-, recover 8-
scenario); if the roll succeeds, something happens Protection
during the game session (scenario) that reveals the 20 Enraged: when those under his protection are
character’s true nature. Maybe there’s an accident harmed (Uncommon), go 14-, recover 11-
that would injure a normal person but from which When Frustrated Or Thwarted
the character emerges unscathed, or someone 20 Enraged: when frustrated or thwarted
catches a glimpse of the character making casual (Common), go 11-, recover 11-
use of his tremendous STR to perform chores or 30 Enraged: Berserk when frustrated or
the like. thwarted (Common), go 11-, recover 11-
DEPENDENT NPC 40 Enraged: Berserk when frustrated or
thwarted (Common), go 14-, recover 8-
Many heroic bricks take the DNPC Disad-
vantage for dramatic reasons. DNPCs provide a When Hurt (defined as “when is Stunned or takes
contrast to the brick. While the brick may be con- BODY damage”)
siderably tougher than a normal, the brick’s family, 15 Enraged: when hurt (Uncommon), go 11-,
friends, and co-workers generally aren’t — and that recover 11-
gives the GM a lever to use against him, since even 25 Enraged: Berserk when hurt (Uncommon),
if Dr. Villainous can’t hurt a PC, he can threaten the go 11-, recover 11-
hero’s DNPCs.
48 ■ Building A Brick HERO System 5th Edition, Revised
HUNTED Hates Puny Humans (Very Common, Moderate; 15
It’s not hard for bricks to acquire Hunteds. points): Whether he’s a malicious elitist who loathes
Authorities pursue destructive bricks to capture ordinary people as weaklings, or a monstrous brick
them and keep them from causing harm. A mon- who’s come to hate humanity because people have
strous brick may find mystic cults chasing him persecuted him for so long, the brick intensely dis-
to enslave him, or torch- and pitchfork-wielding likes other people. Usually he just wants to be left
peasants coming after him to drive him away or kill alone; if pressed he may become violent, lashing
him. Evil scientists or wizards may Hunt bricks to out at the mundane people. The GM may require
obtain tissue and blood samples for study and rep- him to make an EGO Roll to work peacefully and
lication, or again to enslave the brick. constructively with ordinary people; in the case of
the “I hate them because they torment me” brick,
PHYSICAL LIMITATION a simple act of kindness by a normal person may
In addition to the Heavy and Size Physical provide bonuses to the roll.
Limitations described in conjunction with Density Loves Combat (Common, Strong; 15 points): A brick
Increase and Growth, the following Physical Limi- with this Disadvantage (sometimes called Revels
tations pertain especially to bricks: In Combat or Lives For Battle) loves to fight. If an
Doesn’t Know Own Strength (Frequently, Slightly opportunity for a brawl arises (particularly with
Impairing; 10 points): When the character interacts someone who can stand up to him for a good
with delicate or fragile items — or people — the knock-down-drag-out fight), he almost always
GM occasionally calls on him to make a DEX Roll. takes it; once he’s in a fight, he usually has to make
(The GM may choose to make the roll for the player an EGO Roll to stop fighting, even when it’s obvi-
without informing him of the fact, the better to sur- ous he (or his team) is losing.
prise him with possible consequences.) On a failed Overconfidence (Very Common, Moderate; 15 points):
roll, the character accidentally exerts his Casual STR When you’re incredibly strong and nigh-invulner-
on whatever he’s holding, possibly damaging it. The able, what’s to worry about? You can handle it!
GM may also choose to make this roll whenever the
character Pulls his Punch, tries to use less than his Won’t Use Full Strength (Common, Strong; 15 points):
full STR in combat, or the like; if the roll fails, the The brick worries about the effects of using his full
character uses his full STR or otherwise does not STR on others — he’s concerned he might acciden-
diminish the impact of his action. tally hurt someone (or hurt them a lot worse than
Alternately, you can change this Limitation he intends to). When he’s fighting someone, he has
to Infrequently, Greatly Impairing for the same to make an EGO Roll; if he fails, he won’t use more
point value. This means the GM makes rolls for the than 75% of his STR against them directly, nor Push
character less often, but when a roll fails something his STR against them directly (he could still use
really bad happens. his full STR for indirect purposes, such as escap-
ing from an Entangle or Grab, smashing through a
Medical-Resistant Skin (Infrequently, Greatly wall, or stopping a bus from running over a child).
Impairing; 10 points): The character’s skin is so If he fails the roll badly (by 4 or more), the GM may
tough that it defies some forms of conventional restrict him to 50% of STR (or less).
medical treatment — it’s one of those ironic situ-
ations where the brick’s strengths become a weak- REPUTATION
ness. He can’t get injections with normal needles, Not surprisingly given their usual modus ope-
some types of scanning technology won’t easily randi, many bricks have a Reputation as destructive
penetrate his body, performing surgery on him is or violent. Villainous bricks don’t mind this at all,
next to impossible (unless the surgeon is super- but a heroic brick may have real problems getting
strong himself, or has special tools such as mono- people to trust him or help him if they’re afraid
molecular-blade scalpels), and so on. he’ll hurt them (deliberately or accidentally).
Reduced Tactile Sense (Infrequently, Slightly SUSCEPTIBILITY
Impairing; 5 points): The character’s skin is so thick
(or so dense, so metallic, so covered with armor While bricks’ general resilience tends to argue
plates...) that his tactile senses are reduced. He suf- against their taking this Disadvantage, many of
fers a -2 on all PER Rolls made with Touch Group them do take it to represent an Achilles heel of
Senses, and the GM may occasionally have him some sort. Superman and kryptonite is the most
make DEX Rolls to hold onto small or slippery obvious example, but plenty of others exist. From a
objects. game standpoint, a Susceptibility helps to balance
the brick out a little bit. From a dramatic stand-
PSYCHOLOGICAL LIMITATION point, a Susceptibility gives a brick something to
Bricks are just as likely to fall in love, devote fear and the GM a “hook” to use to bring the brick
themselves to a cause, follow a code of honor, or into stories, making for a much more interesting
have hatreds and prejudices as any other character. character. (A brick might take Vulnerability for
The following Psychological Limitations are par- much the same reasons.)
ticularly appropriate for them:
The Ultimate Brick ■ Chapter One 49

BRICK TRICKS
A
lso known as Strength Tricks, Strength THE POWER TEMPLATE
Stunts or, more prosaicallly, Strength and This section describes each power with a
Toughness Powers, Brick Tricks represent standard template. The information provided
the sort of abilities that a character with a applies only to the standard power; the options
super-strong, super-tough body might possess. In may have different areas of effect, ranges, END
short, they’re example powers for bricks. Some of costs, and so forth.
them originally appeared in The UNTIL Superpow- Name indicates the name of the power. You
ers Database and other Hero Games publications, can, of course, rename it to suit your own character
but they’ve been updated, expanded, or otherwise if you prefer.
altered to take advantage of the information pre- Effect lists the basic game effect of the power
sented in this book, or to better reflect how they in simple terms: Energy Blast 8d6, Explosive;
typically apply to brick characters. Desolidification; Telekinesis (30 STR). This tells you
Some brick tricks are built as naked Advan- quickly what a power can do so you don’t have to
tages for the character’s STR, using 60 STR as a delve into the full game write-up.
basis, with options for other levels of STR (typically Target/Area Affected describes who or what the
40, 75, and/or 90; adjust the cost up or down for power affects. An Attack Power usually indicates
characters with different STRs). Some “brick” char- “One character” or the area covered due to the
acters buy Variable Advantage for their STR so they Area Of Effect or Explosion Advantages. (Of course,
can use many of these powers. At the GM’s option, sometimes even a “one character” power can be
characters can place these powers in a Multipower Spread, or used with Rapid Fire or Sweep to affect
or other Power Framework, even though that’s nor- more than one target; a power’s shorthand descrip-
mally not allowed. tion doesn’t override the rules.) “Self ” indicates the
50 ■ Building A Brick HERO System 5th Edition, Revised
power only works on the character using it (though
it may still “affect” other characters; for example, OFFENSIVE POWERS
other characters can perceive the effects of Shape Several of the powers below have a Side Effect
Shift, even though it’s a “Self ” power.) indicating that they cause damage to the nearby
Duration lists the power’s duration, typically environment — typically because the character rips
Instant, Constant, Persistent, or Inherent (see the something up to use as a weapon. The character
HERO System 5th Edition, Revised, page 98). cannot use this aspect of the power to deliberately
Range lists the range for the power. Ranged cause damage to objects and buildings as a sort of
powers usually have a range in inches (Active “free attack,” but the GM should, if appropriate,
Points x 5” in most cases), but may have “LOS” take the consequences of the character’s action into
(Line Of Sight) range. “No Range” indicates that account. For example, using one of a building’s walls
the power has No Range; “Self ” that the power to Crack The Whip may cause the building to col-
only affects the character using it; “Touch” that the lapse; at the very least, the building’s owners will
power involves having to touch another character probably demand compensation from the character.
(which usually requires an Attack Roll).
END Cost lists the power’s Endurance cost. ADRENALINE SURGE
Brick Tricks Roll Penalty indicates the penalty Effect: Aid STR 4d6, Self Only
for using the Brick Tricks form of the Power Skill Target/Area Affected: Self
(page 31) to use the ability, either because the Duration: Instant
power has the Requires A Skill Roll Limitation or Range: Self
for times when the GM permits the character to END Cost: 4 Charges
use the power as an impromptu “brick trick” based Brick Tricks Roll Penalty: N/A
on a Skill Roll. It’s calculated by dividing the Active
Point cost of the ability by 10. As usual, a charac- Description: The character can, to a limited extent,
ter shouldn’t use his Brick Tricks Skill to perform control the flow of adrenaline within his body. On
one of these abilities repeatedly; if he wants to use command he can cause an adrenaline surge that
a brick trick frequently, he should pay Character boosts his Strength for about a minute.
Points for it. “N/A” indicates that characters can’t Game Information: Aid STR 4d6 (40 Active
activate that ability with a Brick Tricks roll — it’s Points); Self Only (-½), 4 Charges (-1). Total
not a “trick” so much as it is an innate power a brick cost: 16 points.
might possess.
Description provides a (usually brief) textual Options:
description of the power. This section notes any spe-
1) Strong Power: Increase to Aid STR 5d6. 50
cial rules or rules applications relevant to the power.
Active Points; total cost 20 points.
Game Information is a full write-up of the
power in game terms, including Active Point and 2) Weak Power: Decrease to Aid STR 3d6. 30
Real Point costs. (If only one point total is listed, that Active Points; total cost 12 points.
means the Active and Real Point costs are the same.) 3) Rapid Surge: Normally activating the Surge
Lastly, many powers have Options listed below takes an Attack Action. With this form of the power,
the game information. These describe various ways the character can start the Surge more quickly. Add
to alter the power to create a slightly different ability. Trigger (mental command; +¼). 50 Active Points;
total cost 20 points.
4) Long-Lasting Surge: The Surge lasts for a long
time. Add Delayed Return Rate (points fade at the
rate of 5 per 5 Minutes; +½). 60 Active Points; total
cost 24 points.
5) More Adrenaline: Increase to 8 Charges (-½).
Total cost: 20 points.
The Ultimate Brick ■ Chapter One 51

AGILE HAYMAKER AUGMENTED HAYMAKER


Effect: HA +4d6, Extra Time Effect: HA +4d6; Only When
(Extra Segment) Using Haymaker To Punch
Target/Area Affected: One character Target/Area Affected: One character
Duration: Instant Duration: Instant
Range: Touch Range: Touch
END Cost: 2 END Cost: 2
Brick Tricks Roll Penalty: -2 Brick Tricks Roll Penalty: -2
Description: A brick with this power can perform Description: A character with this power is espe-
a Haymaker-like attack, but he’s fast and skilled cially good at Haymakering his punches — whether
enough that he can move around a little while due to strength or skill, he strikes even harder after
doing it. Unlike a character using the Haymaker “winding up” than most people.
Combat Maneuver, he suffers no DCV penalty for
Game Information: HA +4d6 (20 Active Points);
using the attack. (See also Rapid Haymaker, below.)
Hand-To-Hand Attack (-½), Only When Using
Game Information: HA +4d6 (20 Active Points); Haymaker To Punch (-1). Total cost: 8 points.
Hand-To-Hand Attack (-½), Extra Time (Extra
Segment; -½). Total cost: 10 points. Options:
1) Strong Augmented Haymaker: Increase to HA
Options: +6d6. 30 Active Points; total cost 12 points.
1) Strong Agile Haymaker: Increase to HA +6d6. 30 2) Weak Augmented Haymaker: Decrease to HA
Active Points; total cost 15 points. +2d6. 10 Active Points; total cost 4 points.
2) Weak Agile Haymaker: Decrease to HA +2d6. 10 3) Tiring Augmented Haymaker: Using this ultra-
Active Points; total cost 5 points. powerful Haymaker tires the character out quickly.
Add Increased Endurance Cost (x5 END; -2). Total
ARMSWEEP
cost: 4 points.
Effect: Area Of Effect (One Hex)
for up to 60 STR 4) Skillful Augmented Haymaker: Add Requires A
Target/Area Affected: One Hex Brick Tricks Roll (-½). Total cost: 7 points.
Duration: Instant
BARRIER PENETRATION
Range: Touch
END Cost: 3 Effect: Indirect (+¼) for up to 60 STR
Brick Tricks Roll Penalty: -3 Target/Area Affected: One character
Duration: Instant
Description: The character can sweep his massive Range: Touch
arms through a single hex, the better to swat pesky END Cost: 1
foes who are otherwise too agile for him to strike. Brick Tricks Roll Penalty: -1
Anyone in the Area Of Effect has a chance to Block
the attack, but one person Blocking for himself Description: The character is so strong that he can
doesn’t prevent the attack from affecting anyone else. punch his fist through a wall, Force Wall, or other
barrier, creating a hole just small enough for him to
Game Information: Area Of Effect (One Hex; reach through and hit or Grab a target without col-
+½) for up to 60 STR (30 Active Points); Can lapsing the barrier.
Be Blocked (-¼). Total cost: 24 points.
Game Information: Indirect (attack always origi-
Options: nates up to the character’s reach in front of him;
+¼) for up to 60 STR. Total cost: 15 points.
1) Strong Armsweep I: Change to for up to 75 STR.
37 Active Points; total cost 30 points. Options:
2) Strong Armsweep II: Change to for up to 90 STR. 1) Strong Penetration: Change to for up to 75 STR.
45 Active Points; total cost 36 points. Total cost: 19 points.
3) Weak Armsweep: Change to for up to 40 STR. 20 2) Weak Penetration: Change to for up to 40 STR.
Active Points; total cost 16 points. Total cost: 10 points.
4) Skillful Armsweep: Add Requires A Brick Tricks 3) Realistic Penetration: This ability only works if
Roll (-½). Total cost: 17 points. the character’s STR/5 is greater than the DEF of
5) Unblockable Armsweep: The character’s sweep the barrier. Add Restricted Use (see text; -¼). Total
is too mighty to be deflected. Remove Can Be cost: 12 points.
Blocked (-¼). Total cost: 30 points.
52 ■ Building A Brick HERO System 5th Edition, Revised

BEARHUG 3) Squeeze Play: The character can maintain the


Effect: Energy Blast 6d6, NND Bearhug as long as he has to until the target passes
Target/Area Affected: One character out. Decrease Energy Blast to 4d6 and add Con-
Duration: Instant tinuous (+1). 60 Active Points; total cost 22 points.
Range: Touch 4) No Skill Required: Remove Requires A Brick
END Cost: 6 Tricks Roll (-½) and Side Effects (-¼). Total cost:
Brick Tricks Roll Penalty: -6 30 points.
Description: After the character Grabs a foe, he can
squeeze the victim so quickly and so hard that he THE BIG WRAP-UP
drives all the air from the victim’s lungs and keeps Effect: Entangle 6d6, up to 6
him from breathing in, possibly causing him to pass DEF, Requires Appropri-
out. But if the character miscalculates, the target ate Materials
takes the character’s full STR damage, which could Target/Area Affected: One character
easily crack ribs or inflict other serious harm. This Duration: Instant
is represented by a Side Effect, so the GM should Range: No Range
be sure to treat it as an actual Limitation and not END Cost: 6
just a way for the character to substitute one type Brick Tricks Roll Penalty: -6
of damage for another when he fails his roll. Doing Description: The character uses available materi-
full STR damage should cause the character prob- als — I-beams, a chain-link fence, even rolled-up
lems (at the very least, it ought to give him a repu- asphalt — to bind and confine a foe. The effective-
tation for clumsiness or brutality). ness of this tactic depends largely on the strength
Game Information: Energy Blast 6d6, NND of the materials used. As a side benefit, the charac-
(defense is Life Support [Self-Contained Breath- ter can use his Entangle to build walls with avail-
ing]; +1) (60 Active Points); Must Follow Grab able scrap materials.
(-½), No Range (-½), Requires A Brick Tricks Game Information: Entangle 6d6, up to 6 DEF
Roll (-½), Side Effects (if character fails roll, (60 Active Points); OIF (appropriate materials
opponent takes character’s full STR damage; - of opportunity; -½), No Range (-½), Extra Time
¼). Total cost: 22 points. (at least a Full Phase, and often longer, depend-
ing on how long it takes to get the materials;
Options: -½), Defense Depends On Materials Used (-½),
1) Strong Bearhug: Increase to Energy Blast 8d6. 80 Side Effect (may cause considerable damage to
Active Points; total cost 29 points. the environment; -0). Total cost: 20 points.
2) Weak Bearhug: Decrease to Energy Blast 4d6. 40
Active Points; total cost 14 points.
The Ultimate Brick ■ Chapter One 53

Options:
1) Strong Wrap-Up: Increase to Entan-
gle 8d6, up to 8 DEF. 80 Active Points;
total cost 27 points.
2) Weak Wrap-Up: Decrease to Entan-
gle 4d6, up to 4 DEF. 40 Active Points;
total cost 13 points.
3) Wriggle Free Wrap-Up: The materials
the character uses are too tough to wrap
targets up tightly; a victim who loos-
ens them a little can wriggle free. Add
Entangle Has 1 BODY (-½). Total cost:
17 points.
4) The Really Big Wrap-Up: The charac-
ter can wrap up lots of people at once if
he has enough materials and the targets
are lined up right. Reduce to Entangle
4d6, up to 4 DEF and add Area Of
Effect (16” Line; +1). 80 Active Points; BREAKING
total cost 27 points. Effect: Dispel Technological
5) Skillful Wrap-Up: The character has to do the wrap- Object 16d6
up just right or it doesn’t work. Add Requires A Brick Target/Area Affected: One technological device
Tricks Roll (-½). Total cost: 17 points. Duration: Instant
Range: No Range
BOXER’S FLURRY END Cost: 6
Brick Tricks Roll Penalty: -6
Effect: Autofire (5 punches; +½)
for up to 60 STR Description: The character applies his immense
Target/Area Affected: One or more characters strength to break a technological object (or, at the
Duration: Instant GM’s option, just about any other sort of object that
Range: Touch he might otherwise have trouble breaking). This
END Cost: 3 per punch includes most Foci used by characters and most
Brick Tricks Roll Penalty: -3 devices defined with the OIHID Limitation. Once
broken (Dispelled), a technology-based power must
Description: The character can punch with great
be repaired or replaced before it will work again.
speed, hitting one character multiple times, or up to
five targets within arm’s reach one time apiece, in a Game Information: Dispel Technological Object
single Phase. 16d6, any one Technological Object power one
at a time (+¼) (60 Active Points); No Range
Game Information: Autofire (5 shots; +½) for
(-½). Total cost: 40 points.
up to 60 STR. Total cost: 30 points.
Options:
Options:
1) Strong Breaking: Increase to Dispel Technological
1) Strong Flurry I: Change to for up to 75 STR.
Object 20d6. 75 Active Points; total cost 50 points.
Total cost: 37 points.
2) Weak Breaking: Decrease to Dispel Technological
2) Strong Flurry II: Change to for up to 90 STR.
Object 12d6. 45 Active Points; total cost 30 points.
Total cost: 45 points.
3) Improved Breaking I: Decrease to Dispel Techno-
3) Weak Flurry: Change to for up to 40 STR. Total
logical Object 14d6 and increase to any two Tech-
cost: 20 points.
nological Object powers simultaneously (+½). 63
4) Skillful Flurry: Add Requires A Brick Tricks Roll Active Points; total cost 42 points.
(-½). Total cost: 20 points.
4) Improved Breaking II: Decrease to Dispel Tech-
5) Slow Flurry: Decrease to Autofire (3 shots; +¼). nological Object 12d6 and increase to any four
Total cost: 15 points. Technological Object powers simultaneously (+1).
6) Restricted Flurry: The character can only use his 72 Active Points; total cost 48 points.
Flurry on a single target. Add All Shots Must Be 5) Improved Breaking III: Decrease to Dispel Tech-
Used Against Same Target (-¼). 30 Active Points; nological Object 10d6 and increase to all Tech-
total cost 24 points. nological Object powers simultaneously (+2). 90
Active Points; total cost 60 points.
6) Skillful Breaking: The character has to apply
his super-strength precisely to achieve this effect.
Add Requires A Brick Tricks Roll (-½). Total cost:
30 points.
54 ■ Building A Brick HERO System 5th Edition, Revised
BURIED Options:
Effect: Entangle 5d6, up to 5 1) Strong Casual Effectiveness: Increase to +60
DEF, Stops Sight Group, STR. 60 Active Points; total cost 24 points.
Requires Appropriate
2) Weak Casual Effectiveness: Decrease to +30
Materials
STR. 30 Active Points; total cost 12 points.
Target/Area Affected: One character
Duration: Instant 3) Skillful Casual Effectiveness: Add Requires A
Range: No Range Brick Tricks Roll (-½). Total cost: 13 points.
END Cost: 6
Brick Tricks Roll Penalty: -6 COMIN’ THROUGH!
Description: The character can pick up a large Effect: HA +6d6, Only With
pile of rubble, sand, or some similar substance Move Throughs
and dump it on the target, pinning him beneath it Target/Area Affected: One character
(which also keeps him from seeing anything) but Duration: Instant
not hurting him in the process. Range: Touch
END Cost: 3
Game Information: Entangle 5d6, up to 5 DEF, Brick Tricks Roll Penalty: -3
Stops A Given Sense (Sight Group) (60 Active Description: Some bricks are better than others
Points); OIF (appropriate materials of opportu- at dishing out damage when performing Move
nity; -½), Increased Endurance Cost (x2 END; Throughs, and this ability represents that. The HA
-½), Defense Depends On Materials Used (-½), dice are part of the overall damage, and thus affect
Extra Time (at least a Full Phase, and often the damage the character himself takes from per-
longer, depending on how long it takes to get forming the Maneuver.
the materials; -½), No Range (-½), Side Effect
(may cause considerable damage to the envi- Game Information: HA +6d6 (30 Active
ronment; -0). Total cost: 17 points. Points); Hand-To-Hand Attack (-½), Only
Works When Performing A Move Through
Options: (-1). Total cost: 12 points.
1) Strong Burial: Increase to Entangle 6d6, up to 6
DEF. 70 Active Points; total cost 20 points. Options:

2) Weak Burial: Decrease to Entangle 4d6, up to 4 1) Strong Charge: Increase to HA +8d6. 40 Active
DEF. 50 Active Points; total cost 14 points. Points; total cost 16 points.

3) Big Burial: The character can cover lots of 2) Weak Charge: Decrease to HA +4d6. 20 Active
people at once, if he has enough rubble. In this case, Points; total cost 8 points.
the character is not at the center of the affected area CRACK THE WHIP
when he uses the power; he’s just outside one edge
of it, as with a Cone or Line that’s No Range. Add Effect: Energy Blast 8d6, Indirect
Area Of Effect (6” Radius; +1). 120 Active Points; (+½)
total cost 34 points. Target/Area Affected: One character
Duration: Instant
4) Burial At Range: The character can hurl the Range: See text
rubble in a tight enough mass to hit the target. END Cost: 6
Change No Range (-½) to Limited Range (10”; -¼). Brick Tricks Roll Penalty: -6
Total cost: 18 points.
Description: This power allows a super-strong char-
CASUAL EFFECTIVENESS acter to rip up some appropriate material — such as
Effect: +40 STR, Only For Deter- the asphalt of a road, cement of a sidewalk, a length
mining Casual STR of chain-link fence, or the side of a building — and
Target/Area Affected: Self “whip” it so that a wave travels down its length and
Duration: Persistent causes it to smack the target from an unexpected
Range: Self angle. The power only works if the character has
END Cost: 4 access to “whip-able” material (the GM decides
Brick Tricks Roll Penalty: -4 this) and the target is standing near enough to the
other end of the “whip” to get hit.
Description: The character’s unusually good at get-
ting out of Grabs and Entangles, smashing through Game Information: Energy Blast 8d6, Indirect
minor obstacles, and the like. (always originates with character, but can
strike foe from one of several directions; +½)
Game Information: +40 STR (40 Active Points); (60 Active Points); OIF (appropriate materials
Only For Determining Casual STR (-1½). Total of opportunity; -½), Only Versus Properly-Posi-
cost: 16 points. tioned Targets (-¼), Limited Range (limited to
length of “whip”; -¼), Side Effect (may cause
considerable damage to the environment; -0).
Total cost: 30 points.
The Ultimate Brick ■ Chapter One 55

Options: DEMOLISHER’S EYE


1) Strong Whip: Increase to Energy Blast 10d6. 75 Effect: Find Weakness 14- with
Active Points; total cost 37 points. Punch, Only Affects Cer-
tain Materials (building
2) Weak Whip: Decrease to Energy Blast 6d6. 45
materials)
Active Points; total cost 22 points.
Target/Area Affected: Self
3) Crack The Whip Variant: This form of the power Duration: Persistent
uses Telekinesis, which is already inherently Indi- Range: Self
rect in many ways. Change to Telekinesis (40 STR) END Cost: 0
(60 Active Points); OIF (appropriate materials of Brick Tricks Roll Penalty: N/A
opportunity; -½), Only To Inflict Damage (-½),
Description: The character’s got a knack for bring-
Only Versus Properly-Positioned Targets (-¼),
ing buildings down. When striking building mate-
Limited Range (limited to length of “whip”; -¼),
rials — stone, cement, wood, and the like — he can
Side Effect (may cause considerable damage to the
find just the right “weak spot” to hit.
environment; -0). Total cost: 24 points.
4) Skillful Whip: The character has to crack the Game Information: Find Weakness 14- with
whip just right or it doesn’t work. Add Requires A Punch (25 Active Points); Only Affects Certain
Brick Tricks Roll (-½). Total cost: 24 points. Materials (building materials; -¼). Total cost:
20 points.
CRUSHING GRIP
Options:
Effect: RKA 2d6, NND, Does
BODY 1) Strong Eye: Increase to Find Weakness 16-. 35
Target/Area Affected: One character Active Points; total cost 28 points.
Duration: Instant 2) Weak Eye: Decrease to Find Weakness 12-. 15
Range: Touch Active Points; total cost 12 points.
END Cost: 9
Brick Tricks Roll Penalty: -9 3) Tiring Eye: Using this power tends to tire the
character out. Add Costs Endurance (-½). Total
Description: Similar to Bearhug but deadlier, this cost: 14 points.
power allows a brick to crush someone he’s caught
within his grasp, shattering bones and bursting DISTANCE PUNCH
internal organs. Effect: Double Knockback (+¾)
Game Information: RKA 2d6, NND (defense for up to 60 STR
is any sort of rigid Resistant PD or Lack Of Target/Area Affected: One character
Weakness for Resistant Defenses; +1), Does Duration: Instant
BODY (+1) (90 Active Points); Must Follow Range: Touch
Grab (-½), No Range (-½), Requires A Brick END Cost: 8
Tricks Roll (-½). Total cost: 36 points. Brick Tricks Roll Penalty: -4
Description: When the character punches or strikes
Options: someone in HTH Combat, he can hit them so
1) Strong Grip: Increase to RKA 3d6. 135 Active hard that they fly a long way. See also Stratospheric
Points; total cost 54 points. Punch, below.
2) Weak Grip: Decrease to RKA 1d6. 45 Active Game Information: Double Knockback (+¾)
Points; total cost 18 points. for up to 60 STR (45 Active Points); Requires
3) Death Squeeze: The character can maintain A Brick Tricks Roll (-½), Increased Endurance
the Grip as long as he has to until the target dies. Cost (x2 END; -½). Total cost: 22 points.
Decrease to RKA 1d6 and add Continuous (+1). 60
Active Points; total cost 24 points. Options:

4) No Skill Required: Remove Requires A Brick 1) Strong Distance Punch I: Change to for up to 75
Tricks Roll (-½). Total cost: 45 points. STR. 56 Active Points; total cost 28 points.
2) Strong Distance Punch II: Change to for up to 90
STR. 67 Active Points; total cost 33 points.
3) Weak Distance Punch: Change to for up to 40
STR. 30 Active Points; total cost 15 points.
4) No Skill Required: Remove Requires A Brick
Tricks Roll (-½). Total cost: 30 points.
56 ■ Building A Brick HERO System 5th Edition, Revised
DISTANCE THROW up before smashing down a door. Add Extra Time
Effect: +40 STR, Only To Deter- (Full Phase; -½). Total cost: 6 points.
mine Throwing Distance
DUST STORM
Target/Area Affected: Self
Duration: Instant Effect: Change Environment, -3
Range: Touch to Sight Group PER Rolls
END Cost: 4 Target/Area Affected: 8” Radius
Brick Tricks Roll Penalty: -4 Duration: Uncontrolled
Range: No Range
Description: While most super-strong characters
END Cost: 4
can throw things long distances, this character can
Brick Tricks Roll Penalty: N/A
hurl objects (or other characters!) even farther than
normal. Description: By strongly and rapidly fanning his
arms, the character can kick up a tremendous cloud
Game Information: +40 STR (40 Active Points); of dust and dirt to blind his enemies... though
Only To Determine Throwing Distance (-2). he’s stuck in the middle of the cloud himself. This
Total cost: 13 points. power even works underwater, provided there’s
enough silt, mud, sediment, or like material to
Options: cloud the waters.
1) Longer Distance: Increase to +60 STR. 60 Active In game terms, Dust Storm is bought as
Points; total cost 20 points. Uncontrolled. The more END the character feeds to
2) Shorter Distance: Decrease to +20 STR. 20 it, the more strongly he’s waved his arms to create
Active Points; total cost 7 points. the cloud.
3) Effortless Distance: Add Reduced Endurance (0 Game Information: Change Environment 8”
END; +½). 60 Active Points; total cost 20 points. radius, -3 to Sight Group PER Rolls, Uncon-
trolled (won’t work in high winds or rain; +½)
4) Tiring Distance: Add Increased Endurance Cost
(39 Active Points); OIF (dust, sand, and dirt of
(x2 END; -½). Total cost: 11 points.
opportunity; -½), No Range (-½). Total cost:
5) Skillful Throw: Add Requires A Brick Tricks Roll 19 points.
(-½). Total cost: 11 points.
6) Injurious Throw: The character’s enhanced Options:
throws aren’t just longer, they hurt more than 1) Strong Storm: Increase to 16” radius. 46 Active
normal throws. Change Only To Determine Throw- Points; total cost 23 points.
ing Distance (-2) to Only For Throwing (-1). Total 2) Weak Storm: Decrease to 4” radius. 31 Active
cost: 20 points. Points; total cost 15 points.
DOOR-SMASHING FISTS FLICK OF UNCONSCIOUSNESS
Effect: HA +4d6, Only Versus Effect: Energy Blast 6d6, NND
Doors Target/Area Affected: One character
Target/Area Affected: One door Duration: Instant
Duration: Instant Range: Touch
Range: Touch END Cost: 6
END Cost: 4 Brick Tricks Roll Penalty: -6
Brick Tricks Roll Penalty: -2
Description: The character flicks a foe in the head
Description: A favorite of Pulp-era bricks, this with his index finger, knocking him out without
ability allows a character to smash through doors inflicting any serious harm. But if the character
with ease. miscalculates, the target takes the character’s full
Game Information: HA +4d6 (20 Active Points); STR damage (not multiplied by Hit Location modi-
Hand-To-Hand Attack (-½), Increased Endur- fiers). This is represented by a Side Effect, so the
ance Cost (x2 END; -½), Only Versus Doors (- GM should be sure to treat it as an actual Limita-
1). Total cost: 7 points. tion and not just a way for the character to substi-
tute one type of damage for another when he fails
Options: his roll. Doing full STR damage should cause the
character problems (at the very least, it ought to
1) Strong Door-Smashing: Increase to HA +6d6. 30
give him a reputation for clumsiness or brutality).
Active Points; total cost 10 points.
2) Weak Door-Smashing: Decrease to HA +2d6. 10 Game Information: Energy Blast 6d6, NND
Active Points; total cost 3 points. (defense is Lack Of Weakness on defenses
covering the head, or any innate rPD protect-
3) Quick Door-Smashing: The character can smash ing the head; +1) (60 Active Points); No Range
through doors almost without having to slow down. (-½), Requires A Brick Tricks Roll (-½), Side
Add Trigger (when throws a punch at a door; +¼). Effects (if character fails roll, opponent takes
25 Active Points; total cost 8 points. character’s full STR damage; -¼). Total cost:
4) Slow Door-Smashing: The character has to wind 27 points.
The Ultimate Brick ■ Chapter One 57

Options: GHOST TOUCH


1) Strong Flick: Increase to Energy Blast 8d6. 80 Effect: Affects Desolidified (+½)
Active Points; total cost 35 points. for up to 60 STR
Target/Area Affected: One character
2) Weak Flick: Decrease to Energy Blast 4d6. 40
Duration: Instant
Active Points; total cost 18 points.
Range: Touch
3) Flick Of Unconsciousness Variant: This version END Cost: 3
of the power is bought as a naked Advantage for up Brick Tricks Roll Penalty: -3
to 60 STR. NND (defense is Lack Of Weakness on
Description: Appropriate primarily for bricks whose
defenses covering the head, or any innate rPD pro-
powers are mystic in origin, this ability allows a
tecting the head; +1) for up to 60 STR (60 Active
brick to exert his STR against intangible targets.
Points); Requires A Brick Tricks Roll (-½), Side
Effects (if character fails roll, opponent takes char- Game Information: Affects Desolidified (+½)
acter’s full STR damage; -¼). Total cost: 34 points. for up to 60 STR. Total cost: 30 points.
4) No Skill Required: Remove Requires A Brick Tricks
Roll (-½) and Side Effects (-¼). Total cost: 40 points. Options:
1) Strong Touch I: Change to for up to 75 STR.
FREIGHT TRAIN Total cost: 37 points.
Effect: Area Of Effect (24” Line) 2) Strong Touch II: Change to for up to 90 STR.
for 60 STR Linked to Total cost: 45 points.
Running +18”
Target/Area Affected: 24” Line 3) Weak Touch: Change to for up to 40 STR. Total
Duration: Instant cost: 20 points.
Range: Touch 4) Skillful Touch: Add Requires A Brick Tricks Roll
END Cost: 10 (-½). Total cost: 20 points.
Brick Tricks Roll Penalty: -10
GIANT’S SMASH
Description: The character is a master at running
into and over/through other characters. When Effect: Does Knockback (+¼)
he activates this power he “moves down the line,” for up to 30 STR
smashing everyone as he rushes past. He receives no Target/Area Affected: One character
velocity bonus to damage; the movement is a part Duration: Instant
of the overall power, not a supplement to it. This Range: Touch
construction, though expensive, allows the character END Cost: 1
to attack lots of people using his unmodified OCV Brick Tricks Roll Penalty: -1
against DCV 3, and he suffers no DCV penalty. Description: In Heroic campaigns that don’t use
This example power, as constructed, assumes a the Knockback rules, some bricks buy this naked
character with STR 60 and Running 6”. The options Advantage for their STR so that their mighty blows
list some alternatives, but if necessary recalculate send their opponents flying.
it to suit a specific character. The important thing
is that the inches of Running equal the length of Game Information: Does Knockback (+¼) for
the Line. (Of course, the character can always vol- up to 30 STR. Total cost: 7 points.
untarily make the Line shorter when he buys the
Options:
power so that he doesn’t have to buy as much Run-
ning, but if he does so he cannot change the size of 1) Strong Smash: Change to for up to 40 STR.
the Line later.) Total cost: 10 points.
Game Information: Running +18” (24” total) 2) Weak Smash: Change to for up to 20 STR. Total
(total cost: 36 points) plus Area Of Effect cost: 5 points.
(24” Line; +1) for 60 STR (60 Active Points);
GLADIATOR’S EYE
Linked (-¼) (total cost: 48 points). Total cost:
84 points. Effect: Find Weakness 14- with Punch
Target/Area Affected: Self
Options: Duration: Persistent
Range: Self
1) Freight Train (70 STR): Change to Area Of Effect
END Cost: 0
(28” Line) for 70 STR Linked to Running +22”. 44
Brick Tricks Roll Penalty: N/A
+ 70 = 114 Active Points; total cost 44 + 56 = 100
points. Description: The character knows how to find the
weak spot in any target, then hit that spot to cause
2) Freight Train (50 STR): Change to Area Of Effect
maximum damage.
(20” Line) for 50 STR Linked to Running +14”. 28 +
50 = 78 Active Points; total cost 28 + 40 = 68 points. Game Information: Find Weakness 14- with
3) Freight Train (40 STR): Change to Area Of Effect Punch. Total cost: 25 points.
(16” Line) for 40 STR Linked to Running +10”. 20 +
40 = 60 Active Points; total cost 20 + 52 = 72 points.
58 ■ Building A Brick HERO System 5th Edition, Revised
Options: 5) Deadly Improvised Weaponry: Change to RKA
1) Strong Eye: Increase to Find Weakness 16-. Total 2½d6. 60 Active Points; total cost 27 points.
cost: 35 points.
INTIMIDATION
2) Weak Eye: Decrease to Find Weakness 12-. Total Effect: +20 PRE, Only To Make
cost: 15 points. Fear/Intimidation-Style
3) Tiring Eye: Using this power tends to tire the Presence Attacks
character out. Add Costs Endurance (-½). Total Target/Area Affected: Special
cost: 17 points. Duration: Persistent
4) Broad Eye: The character’s ability to perceive Range: Self
weaknesses doesn’t just affect his Punch; it applies END Cost: 0
to all his uses of STR. Change from “Punch” to “all Brick Tricks Roll Penalty: -2
offensive uses of STR.” Total cost: 35 points. Description: By virtue of their size and obvious
brawn, bricks can be very intimidating. A menacing
IMPROVISED WEAPONRY stare, a low growl, or the cracking of super-strong
Effect: Energy Blast 8d6, Variable knuckles at just the right time can do wonders for
Special Effects frightening people.
Target/Area Affected: One character
Game Information: +20 PRE (20 Active Points);
Duration: Instant
Extra Time (Full Phase; -½), Only To Make
Range: 15”
Fear/Intimidation-Style Presence Attacks (-1).
END Cost: 6
Total cost: 8 points.
Brick Tricks Roll Penalty: -6
Description: A favorite tactic of many bricks is to Options:
make use of “weaponry” in and around the battle- 1) Strong Intimidation: Increase to +30 PRE. 30
field that only their great strength allows them to Active Points; total cost 12 points.
“wield.” A torn-up length of pipe or cable makes a
good bashing weapon. A steam pipe, ripped in two, 2) Weak Intimidation: Decrease to +10 PRE. 10
emits a powerful blast of steam; a water pipe, or a Active Points; total cost 4 points.
water hydrant when the water’s directed at the right
IRRESISTIBLE STRENGTH
angle by super-strong hands, projects a blast of water.
A ripped-up electrical cable delivers a nasty shock to Effect: Penetrating (+½) for up to 60 STR
a foe, while a gas main, in conjunction with a spark Target/Area Affected: One character
created by the brick running his fingernail along the Duration: Instant
metal pipe, makes an impromptu flamethrower. The Range: Touch
possibilities are nearly endless for a brick with imagi- END Cost: 3
nation! (See also Where’s That Waterpipe?, below, for Brick Tricks Roll Penalty: -3
another aspect of this particular stunt; you could Description: The character is so strong that even
combine both into a Multipower if desired.) the toughest defenses can’t resist the force of his
Game Information: Energy Blast 8d6, Variable muscles.
Special Effects (+½) (60 Active Points); OIF Game Information: Penetrating (+½) for up to
(appropriate materials of opportunity; -½), 60 STR. Total cost: 30 points.
Extra Time (Full Phase; -½), Limited Range
(15”; -¼), Side Effect (almost always causes Options:
considerable damage to the environment; -0).
1) Strong Power I: Change to for up to 75 STR.
Total cost: 27 points.
Total cost: 37 points.
Options: 2) Strong Power II: Change to for up to 90 STR.
Total cost: 45 points.
1) Strong Weaponry: Increase to Energy Blast 10d6.
75 Active Points; total cost 33 points. 3) Strong Power III: The character’s STR is even
more irresistible. Increase to Penetrating (x2; +1).
2) Weak Weaponry: Decrease to Energy Blast 6d6.
Total cost: 60 points.
45 Active Points; total cost 20 points.
4) Weak Power: Change to for up to 40 STR. Total
3) Improved Improvised Weaponry I: This version of
cost: 20 points.
the ability allows the character to better define the
special effect of his improvised weapon with up to 5) Skillful Power: Add Requires A Brick Tricks Roll
+½ worth of Advantages. As a default if no other (-½). Total cost: 20 points.
Advantage makes sense, use Reduced Endurance (0
END). Add Variable Advantage (+½ Advantages;
+1). 100 Active Points; total cost 44 points.
4) Improved Improvised Weaponry II: As Improved
Improved Weaponry I, but allowing for even more
Advantages. Add Variable Advantage (+1 Advan-
tages; +2). 140 Active Points; total cost 62 points.
The Ultimate Brick ■ Chapter One 59

LAST STAND MULTI-LIMBED COMBATANT


Effect: +20 STR, Only When Effect: Extra Limbs, plus various
Character Is The Last powers reflecting having
Man Standing multiple limbs
Target/Area Affected: Self Target/Area Affected: Self
Duration: Persistent Duration: Varies
Range: Self Range: Self
END Cost: 2 END Cost: 0
Brick Tricks Roll Penalty: -2 Brick Tricks Roll Penalty: N/A
Description: This brick trick, a particularly appro- Description: Some bricks, such as Grond in the
priate one for Fantasy warriors and two-fisted Pulp Champions Universe, can fight their foes with more
heroes, represents the burst of adrenaline and des- than just two arms — they have tails, extra arms, or
perate skill that come when the character realizes other appendages that make them more effective
he’s the last man on his side standing against the brawlers. The powers listed below provide sev-
foe. It only works if the character is on a “side” of eral possible ways to represent the added combat
some sort (an army, a group of adventurers, or the effectiveness of multiple limbs. With the exception
like) that’s opposing another “side”; if he’s by him- of Extra Limbs, none of them are mandatory; a
self to begin with, this power doesn’t work. character can buy as many of them as he wishes (or
none of them).
Game Information: +20 STR (20 Active Points);
Only When Character Is The Last Man Stand- Game Information:
ing (-2). Total cost: 7 points. Cost Power
6 More Limbs: Extra Limbs (number varies),
Options: Inherent (+¼)
13 Even Stronger Extra Limbs: +20 STR; Only
1) Strong Last Stand: Increase to +30 STR. 30
With Extra Limbs (-½)
Active Points; total cost 10 points.
6 Four-Armed Combatant: +2 SPD; Activation
2) Weak Last Stand: Decrease to +10 STR. 10 Roll 11- (-1), Costs Endurance (-½), Only To
Active Points; total cost 3 points. Punch (-1)
12 Hitting Lots Of Targets: +6 OCV with Sweep
MISSILEER (assumes four manipulatory limbs; charac-
Effect: Throwing Skill Levels: ter should buy two Levels per limb after the
+8 versus OCV penalties first)
for throwing unbalanced 30 Many Fists, Many Punches: Autofire (4 shots
and/or non-aerodynamic [assumes four manipulatory limbs]; +½) for
objects up to 60 STR
Target/Area Affected: Self 20 Too Many Fists To Avoid: +4 HTH
Duration: Persistent 10 Two-Fisted Fighting: Two-Weapon
Range: Self Fighting (HTH)
END Cost: 0
Brick Tricks Roll Penalty: N/A MUSCLE-TEARING GRIP
Description: The character is so skilled at throwing Effect: Drain STR 4d6, Delayed
objects that their lack of balance and/or lack of aero- Return Rate, Must Follow
dynamic shape doesn’t cause him any problems. Grab
Target/Area Affected: One character
Game Information: Throwing Skill Levels: +8 Duration: Instant
versus OCV penalties for throwing unbalanced Range: Touch
and/or non-aerodynamic objects. Total cost: END Cost: 12
16 points. Brick Tricks Roll Penalty: -12
Options: Description: After Grabbing a victim, a brick can
apply his immense strength just so to tear the
1) Skilled Missileer: Increase to +12 versus OCV victim’s muscles, ligaments, and tendons. Until he
penalties. Total cost: 24 points. heals — which takes months — the victim can’t
2) Less Skilled Missileer: Decrease to +4 versus exercise his own strength nearly as effectively.
OCV penalties. Total cost: 8 points.
Game Information: Drain STR 4d6, Delayed
Return Rate (points fade at the rate of 5 per
Month; +2) (120 Active Points); Must Follow
Grab (-½), Requires A Brick Tricks Roll (-½).
Total cost: 60 points.

Options:
1) Strong Grip: Increase to Drain STR 5d6. 150
Active Points; total cost 75 points.
60 ■ Building A Brick HERO System 5th Edition, Revised
2) Weak Grip: Decrease to Drain STR 3d6. 90 Game Information: Area Of Effect (6” Radius;
Active Points; total cost 45 points. +1) for 60 STR (60 Active Points); Only Works
3) Restricted Grip: The character can only tear the When Performing A Move Through (-1), Only
muscles in one limb at a time. Add Only Affects Versus Groups Of Normal-STR People (-½).
One Limb (-1). Total cost: 40 points. Total cost: 24 points.

NUMBING GRIP Options:


Effect: Drain DEX 4d6, Must 1) Strong OMA: Change to for 70 STR. 70 Active
Follow Grab Points; total cost 28 points.
Target/Area Affected: One character 2) Weak OMA: Change to for 40 STR. 40 Active
Duration: Instant Points; total cost 16 points.
Range: Touch
3) Variant OMA: Change to 13” Cone (+1). 60
END Cost: 4
Active Points; total cost 24 points.
Brick Tricks Roll Penalty: -4
Description: After Grabbing someone, a brick can PIERCING FIST
apply his immense strength just so, squeezing one Effect: HKA 2d6, Armor Piercing
of the victim’s limbs so hard that it becomes numb Target/Area Affected: One character
and useless for a short time. Duration: Instant
Game Information: Drain DEX 4d6 (40 Active Range: Touch
Points); Must Follow Grab (-½), Only Affects END Cost: 4
One Limb (-1), Requires A Brick Tricks Roll Brick Tricks Roll Penalty: -4
(-½). Total cost: 13 points. Description: The character’s tremendous strength
lets him punch his fist right through a target with-
Options: out difficulty.
1) Strong Grip: Increase to Drain DEX 5d6. 50 Game Information: HKA 2d6 (up to 4d6 with
Active Points; total cost 17 points. STR), Armor Piercing (+½). Total cost: 45
2) Weak Grip: Decrease to Drain DEX 3d6. 30 points.
Active Points; total cost 10 points.
Options:
3) Lasting Numbness: The numbness lasts for a
pretty long time. Add Delayed Return Rate (points 1) Strong Fist: Increase to HKA 3d6. Total cost: 67
return at the rate of 5 per 20 Minutes; +¾). 70 points.
Active Points; total cost 23 points. 2) Weak Fist: Decrease to HKA 1d6. Total cost: 22
points.
ONE-MAN ARMY
Effect: Area Of Effect (6” POKE
Radius; +1) for 60 STR, Effect: Armor Piercing (+½) for
Only Works With Move up to 60 STR
Through, Only Versus Target/Area Affected: One character
Groups Of Normal-STR Duration: Instant
People Range: Touch
Target/Area Affected: 6” Radius END Cost: 3
Duration: Instant Brick Tricks Roll Penalty: -3
Range: Touch
END Cost: 6 Description: Rather than just smashing targets with
Brick Tricks Roll Penalty: -6 his closed fist, the character can “poke” them with
a single finger or a spearhand-style attack, which
Description: This power allows a super-strong penetrates armor and other defenses more easily.
character to spread his arms and plow into a group
of people of ordinary STR (such as a platoon of Game Information: Armor Piercing (+½) for up
VIPER agents), and knock them all over and/or to 60 STR. Total cost: 30 points.
sweep them before him (i.e., do Knockback to
them). In this case, the brick’s not in the center Options:
hex of the Area Of Effect, he’s on one edge of the 1) Strong Poke I: Change to for up to 75 STR. Total
Radius; he chooses a “target hex” to hit with his cost: 37 points.
Move Through, and then the GM determines who’s
2) Strong Poke II: Change to for up to 90 STR. Total
in the Radius in front of him. For purposes of this
cost: 45 points.
power, “ordinary STR” typically means STR 10-15,
though the GM might grant the character a little 3) Weak Poke: Change to for up to 40 STR. Total
leeway in the interest of dramatic sense. cost: 20 points.
4) Skillful Poke: Add Requires A Brick Tricks Roll
(-½). Total cost: 20 points.
The Ultimate Brick ■ Chapter One 61

PYTHON’S GRIP Options:


Effect: HA +4d6, Only Adds To 1) Greater Enragement: Increase to Aid STR 3d6,
Squeeze Damage Versus Can Add A Maximum Of 90 Points’ Worth Of
Grabbed Targets Strength. 198 Active Points; total cost 66 points.
Target/Area Affected: One character
2) Lesser Enragement: Decrease to Aid STR 1d6,
Duration: Instant
Can Add A Maximum Of 30 Points’ Worth Of
Range: Touch
Strength. 66 Active Points; total cost 22 points.
END Cost: 2
Brick Tricks Roll Penalty: -2 3) Berserk Strength: The character can trigger his
increased STR at will, but this causes him to become
Description: Also known as Ribcracker, this power
uncontrollably angry. Change to Aid STR 1d6, Can
represents a character who’s especially strong when
Add A Maximum Of 40 Points’ Worth Of Strength,
it comes to Squeezing someone he’s Grabbed. Once
Continuous (+1), Delayed Return Rate (points fade at
in the character’s grasp, an opponent can expect to
the rate of 5 per Minute; +¼), Trigger (mental com-
feel a lot of pain.
mand; +¼) (67 Active Points); Self Only (-½), Only
Game Information: HA +4d6 (20 Active Points); In Combat (-½), Side Effect (automatically activates
Hand-To-Hand Attack (-½), Only Adds To character’s Berserk [or gives him the Disadvantage
Squeeze Damage Versus Grabbed Targets (- Berserk In Combat, go 14-, recover 8-, and activates
1½). Total cost: 7 points. it]; -1), Points Fade Immediately If Character Recov-
ers From Being Berserk (-½). Total cost: 19 points.
Options:
1) Strong Grip: Increase to HA +6d6. 30 Active
Points; total cost 10 points.
2) Weak Grip: Decrease to HA +3d6. 15 Active
Points; total cost 5 points.
3) Skillful Grip: Add Requires A Brick Tricks Roll
(-½). Total cost: 6 points.

RAGE-AUGMENTED STRENGTH
Effect: Aid STR 2d6, Only While
Enraged/Berserk
Target/Area Affected: Self
Duration: Constant
Range: Self
END Cost: 0
Brick Tricks Roll Penalty: -13
Description: The madder the character gets, the
stronger he gets. As soon as he becomes Enraged (or
Berserk), his fury triggers a reaction in his body that
starts making him stronger. He rolls Aid 2d6 each
Phase and applies it to his STR until he reaches a
maximum of +60 STR. The points gained fade about
20 minutes after he gains them, or immediately if he
recovers from being Enraged/Berserk.
Game Information: Aid STR 2d6, Can Add A
Maximum Of 60 Points’ Worth Of Strength,
Continuous (+1), Delayed Return Rate (points
fade at the rate of 5 per 20 Minutes; +¾), Trig-
ger (becoming Enraged/Berserk; +¼) (132
Active Points); No Conscious Control (cannot
activate power on his own, but can use the STR
freely once it’s activated; -1), Self Only (-½),
Points Fade Immediately If Character Recovers
From Being Enraged/Berserk (-½). Total cost:
44 points.
62 ■ Building A Brick HERO System 5th Edition, Revised
RAPID HAYMAKER 3) Weak Ringing: Change to for up to 40 STR. 10
Effect: HA +4d6, Extra Time Active Points; total cost 6 points.
(Full Phase) 4) Ringing Variant: This version of the power uses
Target/Area Affected: One character Energy Blast instead of a naked Advantage so the
Duration: Instant character can affect foes at a distance. Energy Blast
Range: Touch 12d6, Indirect (always from below; +¼) (75 Active
END Cost: 2 Points); Only Affects Targets On The Ground (-¼),
Brick Tricks Roll Penalty: -2 Extra Time (Full Phase; -½), Restrainable (-½),
Description: A character with this power has prac- Only Does Knockdown, Not Knockback (-0), Side
ticed Haymakering so much that he can throw a Effect (may cause considerable damage to the envi-
Haymaker-style punch much more quickly than ronment; -0). Total cost: 33 points.
other characters — it only takes him a Full Phase, 5) Skillful Ringing: The character has to smash
and he doesn’t suffer some of the drawbacks of the ground just right or this power doesn’t work.
the Haymaker Combat Maneuver, either (such as Add Requires A Brick Tricks Roll (-½). Total cost:
losing the attack if the target moves slightly). 7 points.
Game Information: HA +4d6 (20 Active Points); 6) Flinging Ring: This form of Ring The Bell can
Hand-To-Hand Attack (-½), Extra Time (Full send the target flying. Remove Only Does Knock-
Phase; -½), Side Effect (-5 DCV, always occurs; down, Not Knockback (-0) and add Double Knock-
-½). Total cost: 8 points. back (+¾) for up to 60 STR. 60 Active Points; total
cost 34 points.
Options:
ROPE REACH
1) Strong Rapid Haymaker: Increase to HA +6d6.
30 Active Points; total cost 12 points. Effect: Stretching 7” using
objects of opportunity
2) Weak Rapid Haymaker: Decrease to HA +2d6. 10 Target/Area Affected: Self
Active Points; total cost 4 points. Duration: Constant
3) Agile Rapid Haymaker: The character’s so good at Range: Self
throwing “Haymakers” that he doesn’t have to stand END Cost: 0
still when preparing one. Remove Side Effects (-½). Brick Tricks Roll Penalty: -5
Total cost: 10 points. Description: This strength stunt allows a brick to
4) Skillful Rapid Haymaker: Add Requires A Brick pick up any long, sturdy object — a cable, an I-
Tricks Roll (-½). Total cost: 7 points. beam, a telephone pole, or the like — and use it to
hit someone who’s not near him. He’s so good at
RING THE BELL this he doesn’t suffer any of the usual penalties for
Effect: Indirect (+¼) for up to 60 using an odd-shaped weapon.
STR The inches of Stretching bought for this power
Target/Area Affected: One character are based on the height of the average wooden tele-
Duration: Instant phone pole, which is about 50 feet [15 meters, or 7.5”]
Range: No Range including the part sunk into the ground; poles of
END Cost: 1 various materials vary in height from about 25 feet to
Brick Tricks Roll Penalty: -1 about 80 feet. The actual inches of Stretching a brick
Description: A sort of variant of the Shockwave gets to use with this power depend on the object he’s
power (see below), this power allows the brick to using; if he’s got a 3” long I-beam, he can only use 3”
strike the ground, using the force of the blow to Stretching. In the interest of common sense and dra-
cause the ground to erupt upward beneath his foe matic sense, if the character picks up an object larger
(though his foe has to be standing right next to than 7”, the GM can let him use that much Stretching
him). It’s a good way to take an enemy by surprise, instead of just 7” (though if the character routinely
or avoid some forms or Force Wall. picks up objects larger than 7”, the GM should make
him pay for more inches of Stretching).
Game Information: Indirect (always from below;
+¼) for up to 60 STR (15 Active Points); Only Game Information: Stretching up to 7” (actual
Affects Targets On The Ground (-¼), Extra length of Stretching depends on object used;
Time (Full Phase; -½), Only Does Knockdown, see text), Reduced Endurance (0 END; +½)
Not Knockback (-0), Side Effect (may cause (52 Active Points); OIF (appropriate objects of
considerable damage to the environment; -0). opportunity; -½), Always Direct (-¼), No Non-
Total cost: 9 points. combat Stretching (-¼), No Velocity Damage (-
¼), Only To Cause Damage (-½), Range Modi-
Options: fier Applies (-¼), Requires A Brick Tricks Roll
(-½), Side Effect (almost always causes consid-
1) Strong Ringing I: Change to for up to 75 STR. 19 erable damage to the environment; -0). Total
Active Points; total cost 11 points. cost: 15 points.
2) Strong Ringing II: Change to for up to 90 STR. 22
Active Points; total cost 13 points.
The Ultimate Brick ■ Chapter One 63

Options: SHAKE ’N’ BAKE


1) Long Reach: Increase to Stretching 12”. 90 Active Effect: Energy Blast 8d6, Indirect
Points; total cost 26 points. Target/Area Affected: Up to a 5” Radius
Duration: Instant
2) Short Reach: Decrease to Stretching 4”. 30 Active
Range: No Range
Points; total cost 8 points.
END Cost: 9
SCATTERSHOT Brick Tricks Roll Penalty: -9
Effect: Energy Blast 7d6, RKA Description: Sometimes bricks confront foes who
2d6+1, Sight Group Flash are in a vehicle, protected by a Force Wall bubble,
5d6 NND, RKA 2d6+1, all or otherwise inside something the brick can pick
OIF (objects of opportu- up. Using this power, the brick simply picks up the
nity) object up and shakes it vigorously, battering his foes
Target/Area Affected: 8” Cone around inside.
Duration: Instant In game terms, this power is bought as an
Range: No Range Area Of Effect with No Range. As with Cone and
END Cost: 7/6/7 Line, this Radius doesn’t use the hex the brick’s in
Brick Tricks Roll Penalty: -7/-6/-7 as its central hex; instead, he’s standing on one edge
of the Radius. The extent of the Radius is limited
Description: The character can pick up armfuls of to the size of the object he picks up. A 5” Radius
loose material and hurl them at his enemies. If the should cover most objects he could perform this
material is light and fine, such a dust, dirt, confetti, maneuver with; if the maneuver would apply to a
or styrofoam chips, it just blinds the foe for a few larger object, the GM should invoke common sense
seconds. If it’s heavier or sturdier, such as gravel or and dramatic sense and let it affect everyone in the
wood chips, it inflicts damage instead. If it’s sharp larger Radius. The Indirect Advantage lets the brick
(nails, bits of broken glass), it causes Killing Damage. “reach through” the “walls” of the object and affect
Game Information: the people inside it without the “walls” reducing the
Cost Power damage.
35 Scattershot: Multipower, 70-point reserve, all
OIF (-½), No Range (-½) Game Information: Energy Blast 8d6, Indirect
3u 1) Heavy Material: Energy Blast 7d6, Area (+¼), Area of Effect (5” Radius; +1) (90 Active
Of Effect (8” Cone; +1); OIF (appropriate Points); No Range (-½), Only Versus Targets In
objects of opportunity; -½), No Range (-½) A Single Enclosed Space (-1), Not Against Tar-
3u 2) Light Material: Sight Group Flash 5d6, gets With Clinging (-¼), Not Against Targets
NND (defense is solid covering over the Who Succeed With An Acrobatics Roll At -1 per
eyes; +½), Area Of Effect (8” Cone; +1); OIF 2” Of Knockback (-¼). Total cost: 30 points.
(appropriate objects of opportunity; -½), No
Options:
Range (-½)
3u 3) Sharp Material: RKA 2d6+1, Area Of 1) Strong Shake: Increase to Energy Blast 10d6.
Effect (8” Cone; +1); OIF (appropriate 112 Active Points; total cost 37 points.
objects of opportunity; -½), No Range (-½) 2) Weak Shake: Decrease to Energy Blast 6d6. 67
Total cost: 44 points. Active Points; total cost 22 points.
Options:
SHOCKWAVE
1) Strong Shot: Increase Multipower reserve to 90
points and slots to Energy Blast 9d6, Sight Group Effect: Explosion (+½) for up
Flash 7d6, and RKA 3d6. Total cost: 57 points. to 60 STR, Hole In The
Middle
2) Wider Scatter: Increase Multipower reserve to Target/Area Affected: 12” radius
79 points and all Areas of Effect to 16” Cone (+1¼). Duration: Instant
Total cost: 50 points. Range: No Range
3) Skillful Scattershot: Add Requires A Brick Tricks END Cost: 4
Roll (-½) to reserve and all slots. Total cost: 36 Brick Tricks Roll Penalty: -4
points. Description: The character slams his fists into the
ground with such force that he creates a small, but
high-powered, seismic shockwave around him
that injures people and knocks them off their feet.
(Alternately, the character could define this ability
as a super-strength foot-stomp instead of smashing
the ground with his fists.)
Game Information: Explosion (+½) for up to
60 STR, Hole In The Middle (the hex the char-
acter stands in when he uses the power; +¼)
(45 Active Points); Only Affects Targets On
The Ground (-¼), Extra Time (Full Phase; -½),
64 ■ Building A Brick HERO System 5th Edition, Revised
Only Does Knockdown, Not Knockback (-0), Options:
Side Effect (may cause considerable damage to 1) Strong Stratospheric Punch I: Increase to Mega-
the environment; -0). Total cost: 26 points. Scale (1” = 10 km; +½). 30 Active Points; total cost
5 points.
Options:
2) Strong Stratospheric Punch II: Change to for up
1) Bigger Quake I: Increase to Explosion (-1 DC/2”;
to 90 STR. 22 Active Points; total cost 4 points.
+¾). 60 Active Points; total cost 34 points.
3) Weak Stratospheric Punch I: Decrease to 1” =
2) Bigger Quake II: Increase to Explosion (-1
100”. Total cost: 2 points.
DC/3”; +1). 75 Active Points; total cost 43 points.
4) Weak Stratospheric Punch II: Change to for up to
3) Shockwave Variant: This version of the power
40 STR. 10 Active Points; total cost 2 points.
uses Energy Blast instead of a naked Advantage.
Energy Blast 12d6, Explosion (+½), Hole In The 5) More Difficult Stratospheric Punch: The character
Middle (fixed size; +¼) (105 Active Points); No has a harder time getting this brick trick to work
Range (-½), Only Affects Targets On The Ground properly. Change to Requires A Brick Tricks Roll
(-¼), Extra Time (Full Phase; -½), Restrainable (- (-1 per 5 Active Points; -1). Total cost: 2 points.
½), Only Does Knockdown, Not Knockback (-0), 6) No Skill Required: Remove Requires A Brick
Side Effect (may cause considerable damage to the Tricks Roll (-½). Total cost: 3 points.
environment; -0). Total cost: 38 points.
7) Long-Time Stratospheric Punch: When a char-
4) Skillful Shockwave: The character has to smash acter punches with this power, it takes him a Full
the ground just right or this power doesn’t work. Phase. Add Extra Time (Full Phase; -½). Total cost:
Add Requires A Brick Tricks Roll (-½). Total cost: 2 points.
20 points.
8) Haymaker-Style Stratospheric Punch: Performing
5) Undiminished Shockwave: This form of the a Stratospheric Punch is much like using a Hay-
power doesn’t lose effect as it spreads; it does the maker. Add Extra Time (Extra Segment; -½) and
same damage to everyone near the brick. Change to Side Effects (-5 DCV, always occurs; -½). Total cost:
Area Of Effect (6” Radius; +1) for up to 60 STR. 75 2 points.
Active Points; total cost 43 points.
6) Mini-Shockwave: With this Shockwave, brick STRATOSPHERIC THROW
can strike the ground at just the right angle to cause Effect: MegaScale (1” = 1 km)
the tremor to hit one small area. Change to: Energy for Throwing for up to 60
Blast 12d6, Area Of Effect (One Hex; +½) (90 Active STR
Points); Only Affects Targets On The Ground (-¼), Target/Area Affected: One character
Extra Time (Full Phase; -½), Restrainable (-½), Only Duration: Instant
Does Knockdown, Not Knockback (-0), Side Effect Range: Touch
(may cause considerable damage to the environment; END Cost: 10
-0). Total cost: 40 points. Brick Tricks Roll Penalty: -1
Description: When the character throws something
STRATOSPHERIC PUNCH
— an object, a Grabbed person, or the like — he
Effect: MegaScale (1” = 1 km) for hurls it with such force that it flies for kilometers
Knockback for up to 60 instead of just meters. (The GM should evaluate
STR this power carefully before allowing it in the game;
Target/Area Affected: One character it may unbalance some campaigns, and may not be
Duration: Instant appropriate for more serious or “realistic” games.)
Range: Touch
END Cost: 10 Game Information: MegaScale (1” = 1 km; +¼)
Brick Tricks Roll Penalty: -1 for up to 60 STR (15 Active Points); Only Affects
Throwing Distance (-1), Increased Endurance
Description: When the character punches or strikes Cost (x10 END; -4), Requires A Brick Tricks
someone in HTH Combat, he can hit them so hard Roll (-½). Total cost: 2 points.
that they go flying back for kilometers instead of
just meters. (The GM should evaluate this power Options:
carefully before allowing it in the game; it may
unbalance some campaigns, and may not be appro- 1) Strong Stratospheric Throw I: Increase to Mega-
priate for more serious or “realistic” games.) Scale (1” = 10 km; +½). 30 Active Points; total cost
5 points.
Game Information: MegaScale (1” = 1 km;
2) Strong Stratospheric Throw II: Change to for up
+¼) for up to 60 STR (15 Active Points); Only
to 90 STR. 22 Active Points; total cost 4 points.
Affects Knockback Distance (-½), Increased
Endurance Cost (x10 END; -4), Requires A 3) Weak Stratospheric Throw I: Decrease to 1” =
Brick Tricks Roll (-½). Total cost: 2 points. 100”. Total cost: 2 points.
4) Weak Stratospheric Throw II: Change to for up to
40 STR. 10 Active Points; total cost 2 points.
5) More Difficult Stratospheric Throw: The character
The Ultimate Brick ■ Chapter One 65

has a harder time getting this brick trick to work SUPER-STRONG BREATH
properly. Change to Requires A Brick Tricks Roll Effect: Energy Blast 8d6 Double
(-1 per 5 Active Points; -1). Total cost: 2 points. Knockback, Dispel Fire
6) No Skill Required: Remove Requires A Brick Powers 8d6, Dispel Gas/
Tricks Roll (-½). Total cost: 3 points. Smoke/Mist Powers 8d6
Target/Area Affected: One character
7) Long-Time Stratospheric Throw: When a char-
Duration: Instant
acter throws with this power, it takes him a Full
Range: 350”/360”/360”
Phase. Add Extra Time (Full Phase; -½). Total cost:
END Cost: 7
2 points.
Brick Tricks Roll Penalty: -7
8) Haymaker-Style Stratospheric Throw: Performing
Description: The character’s super-strong lungs
a Stratospheric Throw is much like using a Hay-
make it possible for him to breathe with great
maker. Add Extra Time (Extra Segment; -½) and
strength, which has a variety of effects. First, he can
Side Effects (-5 DCV, always occurs; -½). Total cost:
hit his enemies with a blast of breath that sends
2 points.
them tumbling head over heels. Second, he can
STRONGER THAN A LOCOMOTIVE blow out raging fires (and Fire-based superpowers)
the way normal people blow out candles. Third, he
Effect: +40 STR, Only To Stop
can blow away gases, mists, and smokes (or, in some
Moving Objects
cases, suck them into his lungs and then blow them
Target/Area Affected: Self
out somewhere where they can’t cause harm).
Duration: Persistent
Range: Self Game Information:
END Cost: 4 Cost Power
Brick Tricks Roll Penalty: -4 48 Super-Strong Breath: Multipower, 72-points
reserve; all Requires A Brick Tricks Roll (-½)
Description: When it comes to stopping runaway
5u 1) Blast Of Breath: Energy Blast 8d6, Double
trains, out of control buses, and other moving
Knockback (+¾); Requires A Brick Tricks
objects, a character with this power’s got what it
Roll (-½)
takes.
5u 2) Blowing Out Fires: Dispel Fire Powers
Game Information: +40 STR (40 Active Points); 8d6, all Fire powers simultaneously (+2);
Only To Stop Moving Objects (-2). Total cost: Requires A Brick Tricks Roll (-½)
13 points. 5u 3) Blowing Away The Mist: Dispel Gas/
Smoke/Mist Powers 8d6, all Gas/Smoke/Mist
Options: powers simultaneously (+2); Requires A
1) Strong Stopping: Increase to +60 STR. 60 Active Brick Tricks Roll (-½)
Points; total cost 20 points. Total cost: 63 points.
2) Weak Stopping: Decrease to +30 STR. 30 Active Options:
Points; total cost 10 points. 1) Strong Breath: Increase Multipower reserve to
3) Skillful Stopping: Add Requires A Skill Roll (-½). 90 points, slot one to EB 10d6, and the last two slots
Total cost: 11 points. to Dispel 10d6. Total cost: 78 points.
2) No Skill Required: Remove Requires A Brick
SUPER-PUNCH Tricks Roll (-½). Total cost: 93 points.
Effect: HA +6d6
Target/Area Affected: One character SUPER-WRESTLER’S GRIP
Duration: Instant Effect: Drain STR 5d6, Only
Range: Touch Works On Grabbed Char-
END Cost: 3 acters, Only Works Once
Brick Tricks Roll Penalty: -3 Per Grab
Description: The character’s punches are so accurate, Target/Area Affected: One character
his muscles so strong, or his fists so hard that he does Duration: Instant
more damage than normal when he hits people. Range: Touch
END Cost: 5
Game Information: HA +6d6 (30 Active Points); Brick Tricks Roll Penalty: -5
Hand-To-Hand Attack (-½). Total cost: 20
Description: The character is skilled at Grabbing
points.
people and locking up their arms in clever ways
that prevent them from getting sufficient leverage
Options:
to break free. Even the strongest character is likely
1) Really Super-Punch: Increase to HA +8d6. 40 to have trouble getting loose. The victim will find a
Active Points; total cost 27 points. way to regain full leverage if the character holds on
2) Less Super-Punch: Decrease to HA +4d6. 20 long enough, but by then it may be too late....
Active Points; total cost 13 points. Game Information: Drain STR 5d6 (50 Active
3) Skillful Super-Punch: Add Requires A Brick Points); Must Follow Grab (-½), Only Works
Tricks Roll (-½). Total cost: 15 points. Once Per Grab (-½), Drained Points Return
66 ■ Building A Brick HERO System 5th Edition, Revised
Immediately If Victim Is Freed From Grab In Options:
Any Way (-½). Total cost: 20 points. 1) Louder Thunderclap: Increase to Hearing Group
Flash 12d6. 90 Active Points; total cost 36 points.
Options:
2) Softer Thunderclap: Decrease to Hearing Group
1) Strong Grip: Increase to Drain STR 6d6. 60
Flash 6d6. 45 Active Points; total cost 18 points.
Active Points; total cost 24 points.
3) Thunderclap Variant: This version of the power
2) Weak Power: Decrease to Drain STR 4d6. 40
is slightly simpler to work with. Hearing Group
Active Points; total cost 16 points.
Flash 8d6, Explosion (+½), Hole In The Middle (the
3) Skillful Grip: Add Requires A Brick Tricks Roll one hex the character is standing in when he uses
(-½). Total cost: 17 points. the power; +¼) (42 Active Points); No Range (-½),
Extra Time (Full Phase; -½), Restrainable (-½).
TEAR YOU LIMB FROM LIMB Total cost: 17 points.
Effect: HKA 2d6 (up to 4d6 with 4) Skillful Thunderclap: The character has to clap
STR) his hands together just right or this power doesn’t
Target/Area Affected: One character work. Add Requires A Brick Tricks Roll (-½). Total
Duration: Instant cost: 20 points.
Range: Touch
END Cost: 3 5) Mighty Thunderclap: The force of the character’s
Brick Tricks Roll Penalty: -3 clap really sends his foes flying. Add Double
Knockback (+¾). 78 Active Points; total cost 31
Description: Rather than using his great strength to points.
smash and batter his enemies, the character uses it
in more lethal ways — to rip them in two and crush 6) Undiminished Thunderclap: The force of the
them. character’s Thunderclap is the same throughout the
area it affects. Change Explosion to Area Of Effect
Game Information: HKA 2d6 (up to 4d6 with (16” Radius; +1½). 72 Active Points; total cost 29
STR). Total cost: 30 points. points.
Options: ULTIMATE EYE GOUGE
1) Strong Tearing: Increase to HKA 3d6 (up to 6d6 Effect: Major Transform 3d6
with STR). Total cost: 45 points. (sighted being to blind
2) Ongoing Mayhem: Once the character gets his being)
hands on a target, he can keep tearing and destroy- Target/Area Affected: One character
ing until there’s nothing left. Add Continuous (+1). Duration: Constant
Total cost: 60 points. Range: No Range
END Cost: 9
3) Skillful Tearing: Add Requires A Brick Tricks Brick Tricks Roll Penalty: -9
Roll (-½). Total cost: 20 points.
Description: A favorite of some cruel or villainous
THUNDERCLAP bricks, this trick allows the brick to grab someone
Effect: Hearing Group Flash 8d6, and gouge his eyes out, permanently blinding the
Explosion, Does Knock- victim. If the victim has lots of eyes (such as a giant
back spider, or an amorphous horror), the GM may
Target/Area Affected: 24” radius increase its “BODY” for purposes of determining
Duration: Instant how long it takes for this power to work.
Range: No Range Game Information: Major Transform 3d6
END Cost: 6 (sighted being to blind being; heals back
Brick Tricks Roll Penalty: -6 through eye transplant or the like), Continu-
Description: The character claps his hands together ous (+1) (90 Active Points); Must Follow Grab
with such great strength that he creates a concus- (-½), No Range (-½), Limited Targets (beings
sive wave of sound and air that deafens everyone with eyes; -¼). Total cost: 40 points.
near him, and may knock them back. If he’s Entan-
gled, or someone Grabs him, he can’t use the power Options:
because he can’t swing his arms for the clap. 1) Strong Eye Gouge: Increase to Major Transform
4d6. 120 Active Points; total cost 53 points.
Game Information: Hearing Group Flash 8d6,
Explosion (-1d6/3”; +1), Hole In The Middle 2) Weak Eye Gouge: Decrease to Major Transform
(the one hex the character is standing in when 2d6. 60 Active Points; total cost 27 points.
he uses the power; +¼), Does Knockback (+¼) 3) Skillful Eye Gouge: Performing this brick trick
(60 Active Points); No Range (-½), Extra Time requires a little finesse on the brick’s part. Add
(Full Phase; -½), Restrainable (-½). Total cost: Requires A Brick Tricks Roll (-½). Total cost: 33
24 points. points.
The Ultimate Brick ■ Chapter One 67

ULTRA-IMPRESSIVE WHERE’S THAT WATERPIPE?


Effect: Does Knockback (+¼) for Effect: Dispel Fire Powers 12d6
up to 40 PRE Target/Area Affected: One character
Target/Area Affected: Special Duration: Instant
Duration: Instant Range: 10”
Range: No Range END Cost: 11
END Cost: 1 Brick Tricks Roll Penalty: -11
Brick Tricks Roll Penalty: -1 Description: This power allows a brick to use a
Description: The character’s so big and impressive source of pressurized water at hand to spray a
that when he really puts his all into a Presence character with Fire powers, or a fire of some sort,
Attack designed to frighten or overawe his foes, and put it out. The water source could be a water
they literally go flying away from him due to his pipe the brick rips out of the ground or wall, a fire
“force of personality.” hydrant he tears up (and then directs the flow of
the water with his super-strong hands, if he doesn’t
Game Information: Does Knockback (+¼) for
want it to go straight upward), or possibly even
up to 40 PRE (10 Active Points); Only With
a water tanker he tips over or squeezes. (In some
Appropriate Presence Attacks (-1), Extra Time
situations, this may douse a whole area with water,
(Full Phase; -½). Total cost: 4 points.
in which case the GM can apply Area Of Effect or
Explosion to this power to represent the circum-
Options:
stances.)
1) Skillful Impressiveness: Add Requires A Brick
Tricks Roll (-½). Total cost: 3 points. Game Information: Dispel Fire Powers 12d6,
all Fire Powers simultaneously (+2) (108
UPPERCUT SUPREME Active Points); OIF (pressurized water source
Effect: Indirect (+¼) for up to 60 of opportunity; -½), Limited Range (10”; -¼).
STR Total cost: 62 points.
Target/Area Affected: One character
Options:
Duration: Instant
Range: Touch 1) Strong Waterpipe: Increase to Dispel Fire Powers
END Cost: 1 15d6. 135 Active Points; total cost 77 points.
Brick Tricks Roll Penalty: -1 2) Weak Waterpipe: Decrease to Dispel Fire Powers
Description: This brick trick represents an uppercut 9d6. 81 Active Points; total cost 46 points.
so fast and powerful that it’s practically unavoid- 3) Skillful Waterpipe: Add Requires A Skill Roll
able. By making his STR Indirect, the brick can (-½). Total cost: 48 points.
deliver a punch that opponents cannot stop with
the Block Combat Maneuver or Block-based Mar- 4) Short-Circuiting Waterpipe: Dousing a character
tial Maneuvers, unless the maneuver has the Hard- with water might short out his Electricity powers
ened Advantage. (The punch can still be Dodged.) instead. Change to all Electricity Powers simultane-
(See page 132 of The Ultimate Martial Artist for ously (+2). 108 Active Points; total cost 62 points.
more information on Indirect used in this fashion.) 5) Dousing And Short-Circuiting: At the GM’s
option, a character can buy this power with a
Game Information: Indirect (uppercut-style
slightly different form of the Expanded Effect
punch; +¼) for up to 60 STR. Total cost: 15
Advantage. By paying for an additional +½ Advan-
points.
tage, he can increase not the number of powers he
affects at once, but the number of special effects he
Options:
affects at once. Change to all Fire and Electricity
1) Strong Uppercut I: Change to for up to 75 STR. Powers simultaneously (+2½) and add Explosion
Total cost: 19 points. (+½). 144 Active Points; total cost 82 points.
2) Strong Uppercut II: Change to for up to 90 STR.
Total cost: 22 points.
3) Weak Uppercut: Change to for up to 40 STR.
Total cost: 10 points.
4) Skillful Uppercut: Add Requires A Brick Tricks
Roll (-½). Total cost: 10 points.
68 ■ Building A Brick HERO System 5th Edition, Revised

DEFENSIVE POWERS 2) Weaker Metal Body: Decrease Armor to 12


PD/12 ED, STR to +15, PD to +3, ED to +3, and
Knockback Resistance to -3”. Total cost: 56 points.
ARMOR PLATING 3) Metal Form: The character doesn’t have a body
Effect: Armor (20 PD/20 ED), that’s permanently made of metal, but can trans-
Visible form himself into a metal shape. Keep Armor,
Target/Area Affected: Self replace other powers with Density Increase (1,600
Duration: Persistent kg mass, +20 STR, +4 PD/ED, -4 KB), Reduced
Range: Self Endurance (0 END; +½), Persistent (+½) (total
END Cost: 0 cost: 40 points). Total cost: 83 points.
Brick Tricks Roll Penalty: N/A
4) Body Of Metal Variant: Substitute, or add, Physi-
Description: Thick, armored plates cover the char- cal and Energy Damage Reduction, Resistant, 75%.
acter’s skin and protect him from attacks. This is a Total cost: 120 points.
common power for thematic bricks whose powers
derive from armored animals (such as armadillos, BODY OF STONE
some dinosaurs, serpents, and the like). Effect: Armor (15 PD/15 ED),
Game Information: Armor (20 PD/20 ED) plus others
(60 Active Points); Visible (-¼). Total cost: 48 Target/Area Affected: Self
points. Duration: Persistent
Range: Self
Options: END Cost: 0
Brick Tricks Roll Penalty: N/A
1) Strong Plating: Increase to Armor (25 PD/25
ED). 75 Active Points; total cost 60 points. Description: This power is typical of certain “the-
matic brick” archetype — a character whose great
2) Weak Plating: Decrease to Armor (15 PD/15 Strength and resilience come from the fact that he’s
ED). 45 Active Points; total cost 36 points. made of solid stone (or can transform his body to
3) Tough Plating I: Add Hardened (+¼). 75 Active rock). If appropriate, the character should also take
Points; total cost 60 points. a Physical Limitation to represent the problems
4) Tough Plating II: Add Hardened (x2; +½). 90 caused by weighing approximately 800 kg.
Active Points; total cost 72 points. Game Information:
Cost Power
BODY OF METAL 36 Armor (15 PD/15 ED), Visible (-¼)
Effect: Armor (18 PD/18 ED), 15 +15 STR
+20 STR, +4 PD/ED, -4” 3 +3 PD
Knockback 3 +3 ED
Target/Area Affected: Self 6 Knockback Resistance -3”
Duration: Persistent Total cost: 63 points.
Range: Self Options:
END Cost: 0
Brick Tricks Roll Penalty: N/A 1) Tougher Stone Body: Increase Armor to 21
PD/21 ED. Total cost for that power 50 points; total
Description: This power is typical of the “metal cost for suite of powers 77 points.
man” brick archetype — a character whose great
Strength and resilience come from the fact that he’s 2) Weaker Stone Body: Decrease Armor to 9 PD/9
made of solid metal (or can transform his body to ED, STR to +10, PD to +2, ED to +2, and Knock-
metal). If appropriate, the character should also back Resistance to -2”. Total cost: 40 points.
take a Physical Limitation to represent the prob- 3) Stone Form: The character doesn’t have a body
lems caused by weighing approximately 1,600 kg. that’s permanently made of stone, but can trans-
Game Information: form himself into a stone shape. Keep Armor,
Cost Power replace other powers with Density Increase (800 kg
43 Armor (18 PD/18 ED), Visible (-¼) mass, +15 STR, +3 PD/ED, -3 KB), Reduced Endur-
20 +20 STR ance (0 END; +½), Persistent (+½) (total cost: 30
4 +4 PD points). Total cost: 66 points.
4 +4 ED 4) Body Of Stone Variant: Substitute, or add, Physi-
8 Knockback Resistance -4” cal and Energy Damage Reduction, Resistant, 50%.
Total cost: 79 points. Total cost: 60 points.
Options:
1) Tougher Metal Body: Increase Armor to 24
PD/24 ED. Total cost for that power 58 points; total
cost for suite of powers 94 points.
The Ultimate Brick ■ Chapter One 69

BRACING BREAKOUT
Effect: Knockback Resistance Effect: +20 STR, Only To Escape
-10” From Grabs/Entangles
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Persistent
Range: Self Range: Self
END Cost: 2 END Cost: 2
Brick Tricks Roll Penalty: -2 Brick Tricks Roll Penalty: -2
Description: The character’s size and/or strength Description: It’s tough to keep a character with
make it difficult (at best) for the force of attacks to this power restrained. Grabs, Entangles, handcuffs,
push him back. and the like all break or fall off when he flexes his
mighty muscles.
Game Information: Knockback Resistance -10”
(20 Active Points); Costs Endurance (-½). Total Game Information: +20 STR (20 Active Points);
cost: 13 points. Only To Escape From Grabs/Entangles (-1).
Total cost: 10 points.
Options:
1) Improved Bracing I: Increase to Knockback Options:
Resistance -15”. 30 Active Points; total cost 20 1) Strong Breakout: Increase to +30 STR. 30 Active
points. Points; total cost 15 points.
2) Improved Bracing II: Remove Costs Endurance 2) Weak Breakout: Decrease to +10 STR. 10 Active
(-½). Total cost: 20 points. Points; total cost 5 points.
3) Weak Bracing: Decrease to Knockback Resis- 3) Skillful Breakout: Add Requires A Brick Tricks
tance -6”. 12 Active Points; total cost 8 points. Roll (-½). Total cost: 8 points.
4) Skillful Bracing: Add Requires A Brick Tricks
Roll (-½). Total cost: 10 points.
5) Constant Bracing: The character’s strength,
weight, or other attributes make it difficult to
Knock him Back all the time; he doesn’t have to
spend END or actively brace himself. Change to
Clinging (normal STR) (10 Active Points); Only To
Reduce Knockback (-1). Total cost: 5 points.
70 ■ Building A Brick HERO System 5th Edition, Revised
BULLETPROOF Heroic bricks; it explains how they can get bruised
Effect: Armor (20 PD), Hard- up in so many fights during a scenario but always
ened, Only Versus Bullets keep struggling and stay on their feet until they win.
Target/Area Affected: Self Game Information: Physical Damage Reduc-
Duration: Persistent tion, Resistant, 50% (30 Active Points); Requires
Range: Self A CON Roll (assumes CON Roll of 12- or 13-;
END Cost: 0 -¾), Character Must Be Aware Of Attack (-¼).
Brick Tricks Roll Penalty: N/A Total cost: 15 points.
Description: The character’s super-tough skin is
particularly proof against bullets. He’s not neces- Options:
sarily immune to them (particularly their stunning 1) Strong Toughness: Remove Requires A CON
impact), but it’s difficult to hurt him with a bullet Roll (-¾). Total cost: 24 points.
(to put it mildly).
2) Weak Toughness: Decrease to 25% Damage
You can, of course, create many similar defen-
Reduction. 15 Active Points; total cost 7 points.
sive powers by changing this one slightly — Fire-
proof, Lightningproof, Bladeproof, and so on. 3) Restricted Toughness: The character can’t reduce
the BODY damage he takes, only the STUN. Add
Game Information: Armor (20 PD), Hardened STUN Damage Only (-½). Total cost: 12 points.
(x2; +½) (45 Active Points), Only Versus Bul-
lets (-1). Total cost: 22 points. 4) Simple Toughness: Rather than worrying about
whether the character’s aware of an attack or has
Options: the CON to withstand it, this form of the power
simply requires a Brick Tricks roll. Replace all
1) Strong Bulletproof: Increase to Armor (24 PD).
Limitations with Requires A Brick Tricks Roll (-½).
54 Active Points; total cost 27 points.
Total cost: 20 points.
2) Weak Bulletproof: Decrease to Armor (16 PD).
36 Active Points; total cost 18 points. CAN’T HURT ME
3) Variant Bulletproof: This form of Bulletproof Effect: Force Wall (12 PD/12 ED)
uses Force Wall, so that if the bullet doesn’t cause Target/Area Affected: Self
BODY damage, it does no STUN to the brick Duration: Constant
either. If he does happen to take bullet damage that Range: Self
pierces the Force Wall, he has to flex his muscles END Cost: 0
and get the power working again. Unless the GM Brick Tricks Roll Penalty: N/A
rules otherwise, he has to buy Indirect for his STR Description: The brick is so tough that attacks
if he wants to punch people while his Force Wall which don’t pierce his skin have no chance of
is active. Force Wall (20 PD, 2” long [sufficient to inflicting STUN damage. However, if the character
completely “surround” character’s body]), Hardened does suffer a wound, he has to use a Zero-Phase
(x2; +½), Reduced Endurance (0 END; +½), Persis- Action to flex his muscles and get the power work-
tent (+½) (130 Active Points); Only Versus Bullets ing again. Unless the GM rules otherwise, he has
(-1), No Range (-½), Self Only (-½), Restricted to buy Indirect for his STR if he wants to punch
Shape (always surrounds character and conforms people while his Force Wall is active.
to his body; -¼). Total cost: 40 points.
Game Information: Force Wall (12 PD/12 ED,
4) Variant Strong Bulletproof: 155 Active Points; 2” long [sufficient to completely “surround”
total cost 48 points. character’s body]), Reduced Endurance (0
5) Variant Weak Bulletproof: 105 Active Points; total END; +½) (93 Active Points); No Range (-½),
cost 32 points. Self Only (-½), Restricted Shape (always sur-
rounds character and conforms to his body; -
CAN TAKE A PUNCH ¼). Total cost: 41 points.
Effect: Physical Damage Reduc-
tion, Resistant, 50%, Options:
Requires A CON Roll, 1) Strong Power: Increase to Force Wall (15 PD/15
Character Must Be Aware ED). 115 Active Points; total cost 51 points.
Of Attack
2) Weak Power: Decrease to Force Wall (10 PD/10
Target/Area Affected: Self
ED). 78 Active Points; total cost 35 points.
Duration: Persistent
Range: Self 3) Tough Power I: Add Hardened (+¼). 108 Active
END Cost: 0 Points; total cost 48 points.
Brick Tricks Roll Penalty: N/A 4) Tough Power II: Add Hardened (x2; +½). 124
Description: Also known by such names as Tough, Active Points; total cost 55 points.
Shrug It Off, or Chin Block, this power represents a 5) Lasting Power: This form of the power remains
character’s general resilience and toughness. If he’s active even when the character’s Stunned or
aware of a punch (or any other physical attack) and Knocked Out. Add Persistent (+½). 124 Active
can prepare himself for it, he usually takes much less Points; total cost 55 points.
damage from it. This power is primarily taken by
The Ultimate Brick ■ Chapter One 71

I IGNORE YOUR PUNY ENERGY BLAST IT’S LIKE HITTING A BRICK WALL
Effect: Missile Deflection (all Effect: HKA 1d6+1, Continuous,
Ranged attacks), +5 OCV Damage Shield
Target/Area Affected: Self Target/Area Affected: One character
Duration: Constant Duration: Constant
Range: Self Range: No Range
END Cost: 0 END Cost: 0
Brick Tricks Roll Penalty: -3 Brick Tricks Roll Penalty: -6
Description: The character’s body is so tough and Description: The character’s skin and body are so
resilient that if he take the time to brace himself tough and strong that hitting them is like slamming
slightly, Ranged attacks just bounce right off him, your fists into a brick wall — literally. Anything
no matter how powerful they are. smashed against the character (including weapons
and fists) takes damage and may break. For every
Game Information: Missile Deflection (all
full 15 points of STR the character has, increase the
Ranged attacks), +5 OCV. Total cost: 30
HKA by +1 Damage Class, representing the fact
points.
that a more muscular brick has a tougher body.
If appropriate, the GM may choose to limit the
Options:
damage done by this power to its listed damage or
1) Strong Ignoring: Increase to +8 OCV. Total cost: the DCs of the attack made against the character,
36 points. whichever is less.
2) Weak Ignoring: Decrease to +3 OCV. Total cost: Game Information: HKA 1d6+1 (up to 2½d6
26 points. with STR), Continuous (+1), Damage Shield
3) Extended Ignoring: The brick can reach his (+½), Reduced Endurance (0 END; +½) (60
massive hands out to deflect attacks made against Active Points); Does Not Work Against Persons
people standing near him. Add Range (adjacent Who Grab Or Are Grabbed By The Character
hexes; +½) to the base Missile Deflection. Total (-½). Total cost: 40 points.
cost: 40 points.
Options:
INSTA-BARRIER
1) Tougher Body: Increase to HKA 2d6. 90 Active
Effect: Entangle 6d6, up to 6 DEF, Points; total cost 60 points.
Only To Form Barriers
2) Weaker Body: Decrease to HKA ½d6
Target/Area Affected: Special
Duration: Instant 3) Skillful Toughness: Add Requires A Brick Tricks
Range: No Range Roll (-½). Total cost: 30 points.
END Cost: 6 4) Restricted Toughness: With this form of the
Brick Tricks Roll Penalty: -6 power, the character can’t use his STR to improve
Description: This power allows the brick to rip up the chances of hurting people who hit him. Add No
a section of the ground, or perhaps tear off the STR Bonus (-½). Total cost: 30 points.
side of a building or the like, and use it to form
an impromptu barrier. The barrier lasts until PAIN TOLERANCE
destroyed. Effect: Mental Defense (10 points
+ EGO/5) plus Power
Game Information: Entangle 6d6, up to 6 DEF
Defense (10 points), Only
(60 Active Points); OIF (appropriate materials
To Resist Pain Attacks
of opportunity; -½), No Range (-½), Defense
Target/Area Affected: Self
Depends On Materials Used (-½), Only To
Duration: Persistent
Form Barriers (-1), Side Effect (always causes
Range: Self
considerable damage to the environment; -0).
END Cost: 0
Total cost: 17 points.
Brick Tricks Roll Penalty: N/A
Options: Description: Some Mental Powers (primarily Ego
Attack) and some Drains simulate attacks which
1) Strong Barrier: Increase to Entangle 8d6, up to 8
cause intense pain. Some bricks are so tough and
DEF. 80 Active Points; total cost 23 points.
durable that they’re highly resistant to pain, and
2) Weak Barrier: Decrease to Entangle 4d6, up to 4 this power reflects that.
DEF. 40 Active Points; total cost 11 points.
Game Information: Mental Defense (10 points
3) Skillful Barrier: Add Requires A Brick Tricks + EGO/5) (10 Active Points); Only To Resist
Roll (-½). Total cost: 15 points. Pain Attacks (-2) (total cost: 3 points) plus
Power Defense (10 points) (10 Active Points);
Only To Resist Pain Attacks (-2) (total cost: 3
points). Total cost: 6 points.
72 ■ Building A Brick HERO System 5th Edition, Revised

Options: 2) Weak Resilience: Decrease to +10 PD. 10 Active


1) Strong Resistance: Increase to Mental Defense Points; total cost 5 points.
(15 points + EGO/5) plus Power Defense (15 3) Skillful Resilience: Add Requires A Brick Tricks
points). 15 + 15 = 30 Active Points; total cost 5 + 5 Roll (-½).
= 10 points. 4) Variant Resilience: Change To Physical Damage
2) Weak Resistance: Decrease to Mental Defense Reduction, 50%. 20 Active Points; total cost 10
(5 points + EGO/5) plus Power Defense (5 points). points (or, for 75% Damage Resistance, 40 Active
5 + 5 = 10 Active Points; total cost 2 + 2 = 4 points. Points, total cost 20 points).
3) Skillful Resistance: Add Requires A Brick Tricks
SUPERTOUGH BODY
Roll (-½) to both powers. 10 + 10 = 20 Active
Points; total cost 3 + 3 = 6 points. Effect: Physical and Energy
Damage Reduction,
RHINO RESILIENCE Resistant, 50%
Effect: +15 PD, Only To Protect Target/Area Affected: Self
Against Damage Sus- Duration: Persistent
tained When Performing Range: Self
Move Bys/Throughs END Cost: 0
Target/Area Affected: Self Brick Tricks Roll Penalty: N/A
Duration: Persistent Description: The character’s body is incredibly
Range: Self resistant to the effects of injury. Attacks that would
END Cost: 0 kill normal people barely leave a scratch on him.
Brick Tricks Roll Penalty: N/A
Game Information: Physical and Energy
Description: The character’s so accustomed to Damage Reduction, Resistant, 50%. Total cost:
smashing into things that he takes less damage 60 points.
from the impact.
Options:
Game Information: +15 PD (15 Active Points);
Only To Protect Against Damage Sustained 1) Stronger Body: Increase to Physical and Energy
When Performing Move Bys/Throughs (-1). Damage Reduction, Resistant, 75%. Total cost: 120
Total cost: 7 points. points.
2) Weaker Body: Decrease to Physical and Energy
Options: Damage Reduction, Resistant, 25%. Total cost: 30
1) Strong Resilience: Increase to +20 PD. 20 Active points.
Points; total cost 10 points.
The Ultimate Brick ■ Chapter One 73

SUPERTOUGH FORM I SUPERTOUGH SKIN


Effect: Lack Of Weakness (-10) Effect: Damage Resistance
for Normal and Resistant (30 PD/30 ED)
Defenses Target/Area Affected: Self
Target/Area Affected: Self Duration: Persistent
Duration: Persistent Range: Self
Range: Self END Cost: 0
END Cost: 0 Brick Tricks Roll Penalty: N/A
Brick Tricks Roll Penalty: N/A Description: The character’s skin can resist the
Description: The character’s super-resilient form effects of bullets and blades as easily as it can
has no weaknesses... or at least, none that attackers punches.
can easily discern.
Game Information: Damage Resistance (30
Game Information: Lack Of Weakness (-10) for PD/30 ED). Total cost: 30 points.
Normal and Resistant Defenses. Total cost: 20
points. Options:
1) Really Tough Skin I: Add Hardened (+¼) for 30
Options: PD/30 ED (total cost: 15 points) and Hardened
1) Supertougher Form: Increase to Lack Of Weak- (+¼) for Damage Resistance (30 PD/30 ED) (total
ness (-15). Total cost: 30 points. cost: 7 points). Total cost: 22 points.
2) Weaker Supertough Form: Decrease to Lack Of 2) Really Tough Skin II: As Really Tough Skin I, but
Weakness (-6). Total cost: 12 points. increase to Hardened (x2; +½) for both. Total cost
for each power 30 and 15 points, respectively; total
SUPERTOUGH FORM II cost for overall power 45 points.
Effect: Power Defense (15 points) 3) Less Tough Skin: Decrease to Damage Resis-
Target/Area Affected: Self tance (20 PD/20 ED). Total cost: 20 points.
Duration: Persistent
Range: Self THUD
END Cost: 0 Effect: +20 PD, Only For Falls
Brick Tricks Roll Penalty: N/A Target/Area Affected: Self
Description: The brick’s body is so cohesive and Duration: Persistent
tough that it’s difficult to affect it with shape-alter- Range: Self
ing attacks, many types of drugs and poisons, and END Cost: 0
other attacks that involve weakening it somehow. Brick Tricks Roll Penalty: -2
Game Information: Power Defense (15 points). Description: Thanks to the character’s innate tough-
Total cost: 15 points. ness, or the fact that he’s become accustomed to
falling for some reason, he suffers far less damage
Options: from falls than other people.
1) Supertougher Form: Increase to Power Defense Game Information: +20 PD (20 Active Points);
(20 points). Total cost: 20 points. Only Protects Against Damage From Falls (-1).
2) Weaker Supertough Form: Decrease to Power Total cost: 10 points.
Defense (10 points). Total cost: 10 points.
Options:
1) Big Thud: Increase to +30 PD. 30 Active Points;
total cost 15 points.
2) Little Thud: Decrease to +10 PD. 10 Active
Points; total cost 5 points.
3) Thud Variant: Change to Physical Damage
Reduction, Normal, 50%. 20 Active Points, total
cost 10 points.
4) Skillful Thud: Add Requires A Brick Tricks Roll
(-½). Total cost: 8 points.
74 ■ Building A Brick HERO System 5th Edition, Revised

Healing Powers Effect:


RESILIENT HEALING
Healing 2d6, any one
This subcategory of Defense Brick Tricks rep- Characteristic other than
resents the character’s hardiness, toughness, and BODY, END, or STUN at
general resilience by allowing him to heal injurious a time
effects faster than normal people can. Target/Area Affected: Self
Duration: Instant
FAST HEALER Range: Self
Effect: Healing BODY 2d6 END Cost: 0
(Regeneration 2 BODY Brick Tricks Roll Penalty: N/A
per Hour)
Description: The character’s so tough, hardy, and
Target/Area Affected: Self
resilient that he can shrug off the effects of all sorts
Duration: Persistent
of Drains and other attacks easily. Cinematically, it
Range: Self
may not always look like he’s healing — his wounds
END Cost: 0
won’t instantly close or the like — but in game terms
Brick Tricks Roll Penalty: N/A
his body quickly repairs the damage done to it.
Description: The character’s resilient body gets back
to a fully-healed state much quicker than a normal Game Information: Healing 2d6, any one Char-
person’s. Cinematically, he may still look hurt, but acteristic other than BODY, END, or STUN at
for game purposes he’s healing BODY damage. a time (+¼), Reduced Endurance (0 END; +½)
(35 Active Points); Self Only (-½). Total cost:
Game Information: Healing BODY 2d6 (Regen- 23 points.
eration; 2 BODY per hour), Reduced Endur-
ance (0 END; +½), Persistent (+½) (40 Active Options:
Points); Self Only (-½), Extra Time + Increased 1) Strong Healing: Increase to Healing 3d6. 52
Time Increment (2 BODY/Hour; -2¼). Total Active Points; total cost 35 points.
cost: 11 points.
2) Weak Healing: Decrease to Healing 1d6. 17
Options: Active Points; total cost 11 points.
1) Faster Healer: Increase to Healing BODY 3d6. 3) Quick Healing: Instead of requiring an Attack
60 Active Points; total cost 16 points. Action, this form of Resilient Healing works almost
instantly. Add Trigger (mental command; +¼). 40
2) Slower Healer: Decrease to Healing BODY 1d6.
Active Points; total cost 27 points.
20 Active Points; total cost 5 points.
4) Full Resilience: Change to all Characteristic
JUST CATCHING MY BREATH other than BODY, END, or STUN simultaneously
Effect: +20 REC, Only When (+2). 70 Active Points; total cost 47 points.
Character Takes A Full
Phase Recovery
Target/Area Affected: Self
Duration: Persistent
Range: Self
END Cost: 0
Brick Tricks Roll Penalty: N/A
Description: So strong is the brick’s metabolism
that whenever he stops to rest or catch his breath,
he “rests up” much faster than normal.
In game terms, this ability is extra REC that
only works if the character stops in the middle of
a battle (or other activity) and takes a Recovery. It
does not apply to the Post-Segment 12 Recovery or
the like — the character has to actually stop what
he’s doing and concentrate on nothing but resting.
Game Information: +20 REC (40 Active Points);
Only When Character Takes A Full Phase
Recovery (-1). Total cost: 20 points.

Options:
1) Strong Resting: Increase to +25 REC. 50 Active
Points; total cost 25 points.
2) Weak Resting: Decrease to +15 REC. 30 Active
Points; total cost 15 points.
The Ultimate Brick ■ Chapter One 75

MOVEMENT POWERS Effect:


MILE-LONG LEAPS
Leaping +18”, x32 Non-
combat
BRICK FLIGHT Target/Area Affected: Self
Effect: Flight 15” Duration: Constant
Target/Area Affected: Self Range: Self
Duration: Constant END Cost: 2
Range: Self Brick Tricks Roll Penalty: -2
END Cost: 3 Description: The character’s super-strong leg mus-
Brick Tricks Roll Penalty: N/A cles can propel him on leaps that are over a mile
Description: As mentioned on page 38, a surprising long. For example, a brick with STR 60 could leap
number of bricks can fly, even though that power up to 960” (about 1.2 miles).
doesn’t necessarily bear any relation to being super-
Game Information: Leaping +18”, x32 Non-
strong. Here’s an example of a typical flying ability
combat. Total cost: 38 points.
for a brick.
Game Information: Flight 15”. Total cost: 30 Options:
points. 1) Strong Leaps: Increase to x64 Noncombat. 43
Active Points.
Options:
2) Weak Leaps: Decrease to x16 Noncombat. 33
1) Strong Power: Increase to Flight 20”. Total cost: Active Points.
40 points.
3) Skillful Leaps: Add Requires A Brick Tricks Roll
2) Weak Power: Decrease to Flight 10”. Total cost: (-½). 38 Active Points; total cost 25 points.
20 points.
3) Flying Leap: Alternately, a brick can describe SUPER-DIGGING
the special effect of his Flight as “really long, well- Effect: Tunneling 10” through
controlled leaps.” Change to: Flight 15” (30 Active DEF 10 materials
Points); May Not Make More Than Two 60 Degree Target/Area Affected: Self
Turns Without Landing First (-½), Once Starts Duration: Constant
Descending May Not Ascend Without Landing Range: Self
First (-½). Total cost: 15 points. END Cost: 5
Brick Tricks Roll Penalty: -5
HANDHOLDS
Description: The character uses his super-strong
Effect: Clinging (normal STR), arms to burrow through the ground (and other
Slow Climbing, Restricted substances) at incredible speeds. Alternately, the
Use character may turn in place so quickly and strongly
Target/Area Affected: Self that he becomes a “human drill.”
Duration: Constant
Range: Self Game Information: Tunneling 10” through DEF
END Cost: 1 10 materials. Total cost: 50 points.
Brick Tricks Roll Penalty: -1
Options:
Description: This power allows a brick to climb
sheer surfaces at the rate of 2” per Phase by punch- 1) Faster Digging: Tunneling 12” through DEF 12
ing hand- and footholds into the surface using his materials. Total cost: 60 points.
tremendous strength. The power only works if his 2) Slower Digging: Tunneling 6” through DEF 8
STR/5 exceeds the DEF of the surface. materials. Total cost: 36 points.
Game Information: Clinging (normal STR) 3) Skillful Digging: Add Requires A Brick Tricks
(10 Active Points); Costs Endurance (-½), Roll (-½). Total cost: 33 points.
Restricted Use (only for climbing, and surface
climbed must have DEF less than character’s
STR/5; -¼), Slow Climbing (character can
only move at the rate of 2” per Phase; -½), Side
Effects (always causes relatively minor damage
to the environment [the surface being climbed];
-0). Total cost: 4 points.
76 ■ Building A Brick HERO System 5th Edition, Revised
SUPER-LEAPING SUPER-STRENGTH SMASH-THROUGH
Effect: Leaping +28”, Leaping +8” Effect: Tunneling 1” through
MegaScale DEF 18 materials
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Constant
Range: Self Range: Self
END Cost: 3/1 END Cost: 6
Brick Tricks Roll Penalty: -3/-1 Brick Tricks Roll Penalty: -6
Description: The character’s leg muscles are so Description: The character can use his super-
strong that he can leap prodigious distances. See strength to rip through walls, vault doors, and the
also Mile-Long Leaps, above. like effortlessly.
This power is built as if the character has 60
Game Information: Tunneling 1” through DEF
STR.
18 materials (56 Active Points); Requires A
Game Information: Brick Tricks Roll (-½), No Noncombat Move-
Cost Power ment (-¼). Total cost: 32 points.
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Super-Leaping: Leaping +28” (40” Options:
forward, 20” upward)
1) Strong Smash-Through: Increase to DEF 24
1u 2) MegaLeaping: Leaping +8”, MegaScale
materials. 74 Active Points; total cost 42 points.
(1” = 1 km, leap takes 1 Phase per km; +¼)
(20 km forward, 10 km upward) 2) Weak Smash-Through: Decrease to DEF 12
Total cost: 32 points. materials. 38 Active Points; total cost 22 points.
Options: 3) No Skill Required: Remove Requires A Brick
Tricks Roll (-½). Total cost: 45 points.
1) Strong Legs: Increase Multipower reserve to 38
points, slot one to Leaping +38”, and slot 2 to Leap- 4) Rapid Smash-Through: The character can tear
ing +18”. Total cost: 44 points. right through obstacles without pausing to use a
Full Phase Action. Add Trigger (character can acti-
2) Weak Legs: Change to Leaping +18” (30” forward,
vate power as Zero-Phase Action; +¼). 70 Active
15” upward), x16 Noncombat. Total cost: 33 points.
Points; total cost 40 points.
3) Skillful Leaping: Add Requires A Brick Tricks
Roll (-½) to the reserve and both powers. Total SUPER-STRONG LEGS
cost: 22 points. Effect: Running +6”
4) Accurate Leaping: Increase reserve to 33 points Target/Area Affected: Self
and add the Accurate Adder to both slots. Total Duration: Constant
cost: 38 points. Range: Self
END Cost: 1
Brick Tricks Roll Penalty: -1
Description: The character’s super-strong leg mus-
cles allow him to run more quickly.
Game Information: Running +6”. Total cost: 12
points.

Options:
1) Really Strong Legs: Increase to Running +9”.
Total cost: 18 points.
2) Weaker Legs: Decrease to Running +3”. Total
cost: 6 points.
3) Skillful Running: Add Requires A Brick Tricks
Roll (-½). Total cost: 8 points.
4) Running And Swimming: The character can also
propel himself through the water with great speed.
Character also buys Swimming +6” (8” total). Total
cost: 18 points for both powers.
The Ultimate Brick ■ Chapter One 77

SENSORY POWERS MISCELLANEOUS POWERS


I CAN SEE FOR MILES AND MILES ARMFUL
Effect: MegaScale (1” = 1 km) for Effect: Telekinesis (10 STR),
Sight Affects Porous, Only
Target/Area Affected: Self Works On Difficult-To-
Duration: Constant Grasp Substances
Range: Self Target/Area Affected: Self One character
END Cost: 1 Duration: Instant
Brick Tricks Roll Penalty: N/A Range: No Range
Description: The character’s optic muscles are so END Cost: 0
strong that he can see for miles. When he concen- Brick Tricks Roll Penalty: -4
trates, he can see kilometers away what an ordinary Description: Sometimes a brick wants to pick up
person can only see meters away. large amounts of sand, water, or some other sub-
In game terms, this ability is a naked Mega- stance that isn’t solid enough to stay in his arms.
Scale Advantage for Sight. Although based on the This power represents the fact that his arms are so
cost of Normal Sight, it applies to the Sight Group big and broad, or he’s so skilled at lifting things, that
as a whole. When it’s used, the Range Modifier for he can grasp an armful of such substances. He can
the character’s Sight PER Rolls (and any Telescopic only hold onto them for a Phase (just long enough
bought to counteract the Range Modifier) applies to pick the stuff up and throw it, in other words);
on the MegaScaled basis (i.e., over kilometers after that they fall back through his arms.
rather than hexes). However, this ability doesn’t In game terms, the Telekinesis with the Affects
allow a character to see through solid objects; he Porous Adder lets the character pick up non-solid
can only see to the full range of his Sight if he’s got substances like water or sand. The Telekinesis just
an unobstructed view. masses the material together; it doesn’t have to be
strong enough to lift it. Then the character uses his
Game Information: MegaScale (1” = 1 km; +¼)
normal STR to pick the mass up and throw it (or
for Sight (6 Active Points); Increased Endurance
the like). Since the Telekinesis has the Instant Limi-
Cost (x2 END; -½). Total cost: 4 points.
tation, it only remains in effect for one Phase.
Options: Game Information: Telekinesis (10 STR), Affects
1) Strong Power: Increase to MegaScale (1” = 10 Porous, Reduced Endurance (0 END; +½),
km; +½) for Sight. 12 Active Points; total cost 8 Trigger (when character picks up appropriate
points. substances; +¼) (44 Active Points); Instant
(-½), No Range (-½), Only Works On Difficult-
2) Weak Power: Decrease to MegaScale (1” = 100 To-Grasp Substances (see text; -1), Requires A
m; +¼) for Sight. 6 Active Points; total cost 4 points. Brick Tricks Roll (-½). Total cost: 13 points.
SUPER-STRONG SENSES
Effect: Various Enhanced Senses COAL INTO DIAMONDS
Target/Area Affected: Self Effect: Major Transform 2d6
Duration: Persistent (lump of coal into a
Range: Self diamond)
END Cost: 0 Target/Area Affected: One lump of coal
Brick Tricks Roll Penalty: N/A Duration: Instant
Range: No Range
Description: The superhuman nature of the charac-
END Cost: 6
ter’s muscles and body extends to the small muscles
Brick Tricks Roll Penalty: -3
that help his eyes, ears, and other sensory organs
work. Description: By holding a lump of pure coal
between his hands and applying the full pressure
Game Information:
of his super-strength, the character can convert the
Cost Power
coal into a diamond! The diamond is worth $1,000
4 Super-Strong Ears: +2 PER with Hearing
per point of BODY rolled, so the GM should take
Group
care not to let the character wreck the campaign’s
5 Super-Sensitive Eyes: Nightvision
economy (if the character wants full-time wealth, he
6 Super-Strong Eyes: +3 PER with Sight Group
should buy the Money Perk and use this power as
12 Super-Strong Eyes: +8 versus Range Modifier
the explanation for where his money comes from).
for Sight Group
10 Super-Sensitive Touch: Discriminatory and Game Information: Major Transform 2d6
Analyze for Normal Touch (lump of pure coal into a diamond; “heals”
back through exposure to excessive heat) (30
Active Points); No Range (-½), Extra Time (1
Turn; -1¼), Limited Target (pure coal; -1), All
Or Nothing (-½). Total cost: 7 points.
78 ■ Building A Brick HERO System 5th Edition, Revised

Options: Options:
1) Strong Power: Increase to Major Transform 3d6. 1) Strong Absorbing I: Increase to Absorption 10d6.
45 Active Points; total cost 11 points. Total cost: 77 points.
2) Weak Power: Decrease to Major Transform 1d6. 2) Strong Absorbing II: Increase to Can Absorb
15 Active Points; total cost 3 points. Maximum Of 120 Points’ Worth Of Physical
3) Skillful Power: Add Requires A Brick Tricks Roll Energy. Total cost: 72 points.
(-½). Total cost: 6 points. 3) Strong Absorbing III: Increase to Absorption
4) Slow But Steady Pressure: The character can 10d6 and Can Absorb Maximum Of 120 Points’
keep squeezing the coal until he gets a diamond. Worth Of Physical Energy. Total cost: 80 points.
Decrease to Major Transform 1d6, add Continuous 4) Weak Absorbing I: Decrease to Absorption 4d6.
(+1), and remove All Or Nothing (-½). 30 Active Total cost: 47 points.
Points; total cost 8 points. 5) Weak Absorbing II: Decrease to Can Absorb
Maximum Of 70 Points’ Worth Of Physical Energy.
THE HARDER YOU HIT ME,
Total cost: 47 points.
THE STRONGER I GET
6) Weak Absorbing III: Decrease to Absorption 4d6
Effect: Absorption 6d6 (physi-
and Can Absorb Maximum Of 70 Points’ Worth Of
cal, to STR), Can Absorb
Physical Energy. Total cost: 43 points.
Maximum Of 90 Points’
Worth Of Physical Energy 7) Long-Lasting Absorbing I: The strength the char-
Target/Area Affected: Self acter gains from physical impacts lasts a long time.
Duration: Constant Add Delayed Return Rate (points fade at the rate of
Range: Self 5 per 5 Minutes; +½). Total cost:
END Cost: 0 Standard Absorbing: 85 points.
Brick Tricks Roll Penalty: N/A Strong Absorbing I: 115 points.
Strong Absorbing II: 108 points.
Description: This is the classic power of the “absorb-
Strong Absorbing III: 120 points.
ing brick” archetype (page 23). The character may
Weak Absorbing I: 70 points.
(or may not) start out stronger than normal — but
Weak Absorbing II: 70 points.
once people start hitting him, he quickly gets stron-
Weak Absorbing III: 64 points.
ger and stronger.
8) Long-Lasting Absorbing II: As Long-Lasting
Game Information: Absorption 6d6 (physical, Absorbing I, but change to Delayed Return Rate
to STR), Can Absorb Maximum Of 90 Points’ (points fade at the rate of 5 per 1 Hour; +1). Total
Worth Of Physical Energy. Total cost: 57 Active cost:
Points.
The Ultimate Brick ■ Chapter One 79

Standard Absorbing: 114 points. REALLY DEEP BREATH


Strong Absorbing I: 154 points. Effect: Life Support (Self-Con-
Strong Absorbing II: 144 points. tained Breathing)
Strong Absorbing III: 160 points. Target/Area Affected: Self
Weak Absorbing I: 94 points. Duration: Constant
Weak Absorbing II: 94 points. Range: Self
Weak Absorbing III: 86 points. END Cost: 0
9) Variant Absorbing: The character’s power chan- Brick Tricks Roll Penalty: -1
nels to things other than just his STR. Change to Description: The character’s powerful lungs and
(physical, half to STR, half to PD) or (physical, one- mighty metabolism allow him to suck in an enor-
fourth each to STR, CON, PD, and ED). Total cost: mous lungful of air and hold his breath for as
57 points. much as an hour... but if he speaks, or is Stunned or
10) Multiple Absorbing I: The character’s power Knocked Out, the power ceases to function.
channels to both his STR and his resilience. Add
Game Information: Life Support (Self-Con-
two Characteristics at once (STR and PD; +½).
tained Breathing) (10 Active Points); Extra
Total cost:
Time (Extra Segment to activate; -¼), Can
Standard Absorbing: 85 points.
Only Be Activated In Breathable Atmosphere
Strong Absorbing I: 115 points.
(-¼), Stops Working If Character Speaks, Is
Strong Absorbing II: 108 points.
Stunned, Or Is Knocked Out (-½). Total cost:
Strong Absorbing III: 120 points.
5 points.
Weak Absorbing I: 70 points.
Weak Absorbing II: 70 points.
Weak Absorbing III: 64 points. STENTORIAN VOICE
11) Multiple Absorbing II: The character’s power Effect: Hearing Group Images,
channels to many aspects of his physical form. Add +6 to PER Rolls, Set Effect
four Characteristics at once (STR, CON, PD, and Target/Area Affected: 1” Radius
ED; +1). Total cost: Duration: Constant
Standard Absorbing: 114 points. Range: 115”
Strong Absorbing I: 154 points. END Cost: 2
Strong Absorbing II: 144 points. Brick Tricks Roll Penalty: -2
Strong Absorbing III: 160 points. Description: The character’s super-strong lung
Weak Absorbing I: 94 points. muscles allow him to shout at tremendous volume.
Weak Absorbing II: 94 points. He can make himself heard clearly over enormous
Weak Absorbing III: 86 points. distances.
12) Long-Lasting Multiple Absorbing: Add both Game Information: Hearing Group Images, +6
two Characteristics at once (STR and PD; +½) and to PER Rolls (23 Active Points); Set Effect (only
Delayed Return Rate (points fade at the rate of 5 to amplify character’s voice; -1). Total cost: 11
per 5 Minutes; +½). Total cost: points.
Standard Absorbing: 114 points.
Strong Absorbing I: 154 points. Options:
Strong Absorbing II: 144 points.
1) Strong Stentoriousness: Increase to +8 to PER
Strong Absorbing III: 160 points.
Rolls. 29 Active Points; total cost 14 points.
Weak Absorbing I: 94 points.
Weak Absorbing II: 94 points. 2) Weak Stentoriousness: Decrease to +4 to PER
Weak Absorbing III: 86 points. Rolls. 17 Active Points; total cost 8 points.
13) Protective Absorbing: The character’s Absorp- SUPER-PHYSIOLOGY
tion protects him; Absorbed force doesn’t hurt him.
Character also buys: Armor (20 PD) (30 Active Effect: Life Support (Extended
Points); Linked (to Absorption; -½), Only Up To Breathing, Safe Environ-
Amount Rolled By Absorption (-½). Total cost: 15 ments)
points. Target/Area Affected: Self
Duration: Persistent
Range: Self
END Cost: 0
Brick Tricks Roll Penalty: N/A
Description: The character’s body is so durable
that he can withstand the rigors of just about any
environment (including the vacuum of space) and
can hold his breath for much longer than a normal
person.
Game Information: Life Support (Extended
Breathing: 1 END per 20 Minutes; Safe Envi-
ronments: all). Total cost: 13 points.
80 ■ Building A Brick HERO System 5th Edition, Revised

DENSITY POWERS Effect:


AUGMENTED STRENGTH
+20 STR
As discussed on pages 24 and 36, increased Target/Area Affected: Self
density is one of the common justifications for Duration: Constant
giving a character super-strength and related Range: Self
powers. Here are a few sample abilities for “density END Cost: 2
bricks.” Brick Tricks Roll Penalty: N/A
Description: Characters who can increase their
Basic And Offensive density become stronger when they do so, but
a character with this power becomes especially
Density Powers strong. He gains extra STR in addition to what he
gains from Density Increase. The gain is propor-
DENSITY ENHANCEMENT tional — the more dense he becomes, the stronger
he becomes. For example, if he has the basic Den-
Effect: Density Increase sity Enhancement power listed above, for every 10
Target/Area Affected: Self points’ worth of Density Increase he uses, he gains
Duration: Constant +5 additional STR.
Range: Self
END Cost: 4 Game Information: +20 STR (20 Active Points);
Brick Tricks Roll Penalty: N/A Linked (to DI; -½). Total cost: 13 points.
Description: The character can augment his natural
Options:
density, becoming as much as 250 times as heavy
as a normal adult human. As he becomes denser, 1) Really Augmented Strength I: Increase to +40
he becomes stronger, tougher, and harder to knock STR. 40 Active Points; total cost 27 points.
back... but also more likely to crash through floors 2) Really Augmented Strength II: Increase to +60
and cause other problems because of his weight. STR. 60 Active Points; total cost 40 points.
Game Information: Density Increase (25,000 kg 3) Weaker Augmented Strength: Decrease to +10
mass, +40 STR, +8 PD/ED, -8” KB). Total cost: STR. 10 Active Points; total cost 7 points.
40 points.
CRUSH YOU!
Options: Effect: Energy Blast 14d6,
1) Greater Density: Increase to Density Increase Damage Shield, Only To
(400,000 kg mass, +60 STR, +12 PD/ED, -12” KB). Inflict Crushing Damage
Total cost: 60 points. Target/Area Affected: One character
Duration: Constant
2) Lower Density: Decrease to Density Increase
Range: No Range
(6,400 kg mass, +30 STR, +6 PD/ED, -6” KB). Total
END Cost: 0
cost: 30 points.
Brick Tricks Roll Penalty: -21
3) Easy Density Enhancement: Increasing his den-
Description: When he’s heavier than normal, the
sity places less of a strain on the character’s system.
character can inflict crushing damage on someone
Add Costs Endurance Only To Activate (+¼). Total
by standing or lying on top of him, and can still
cost: 50 points.
do other things at the same time (like punch the
4) Difficult Density Enhancement: The character victim, or fire an Energy Blast at someone else).
has a hard time maintaining his super-dense form; The damage inflicted depends on how heavy the
doing so places significant strain on his metabo- character is (see Crushing Damage, page 99); as
lism. Add Increased Endurance Cost (x2 END; -½). purchased, the power covers up to 60 points’ worth
40 Active Points; total cost 27 points. of Density Increase (400,000 kg mass).
5) High Density: The character cannot alter his Game Information: Energy Blast 14d6, Damage
density; he always weighs 25,000 kilograms. While Shield (+½), Continuous (+1), Reduced Endur-
this grants him superhuman powers, it also poses ance (0 END; +½) (210 Active Points); Only To
some significant day-to-day hardships on him. Sub- Inflict Crushing Damage (see text; -1½). Total
stitute +40 STR, +8 ED, and Knockback Resistance cost: 84 points.
-8”; total cost: 64 points. Character must also take
a Physical Limitation representing his vast weight
(All The Time, Greatly Impairing; 20 points).
6) Density Field Control: The character can also
make another character heavier than normal. Add
Usable Simultaneously (+½). Total cost: 60 points.
The Ultimate Brick ■ Chapter One 81

SUPER-DENSE FISTS Options:


Effect: HA +8d6 1) Ultra-Dense Fists: Increase to HA +12d6, reduce
Target/Area Affected: One character Linked to (-¼). 60 Active Points; total cost 34
Duration: Instant points.
Range: Touch
2) Not-Quite-Super-Dense Fists: Decrease to HA
END Cost: 4
+4d6. 20 Active Points; total cost 10 points.
Brick Tricks Roll Penalty: N/A
3) Spear Hand: Rather than pummel his foes with
Description: The character can selectively increase
super-dense fists, the character flattens out his hand
the density of his hands, making them much harder
and uses it like a super-dense spear or knife, inflict-
— and thus much harder-hitting. Since HA dice,
ing terrible wounds. Substitute HKA 2½d6 (up
on top of the STR gained from Density Increase,
to 5d6+1 with STR) and remove Hand-To-Hand
may have an unbalancing effect on the game, you
Attack (-½). 40 Active Points; total cost 27 points.
should get the GM’s permission before purchasing
this power. 4) Spear And Fist: The character can both punch
This write-up assumes the character has the and thrust with his super-dense hands. Substitute
Density Enhancement power described above. He a Multipower, 40-point reserve, both Linked (-½),
gains HA +2d6 for every 10 points of DI he acti- one slot Super-Dense Fists, one slot Spear Hand.
vates. Total cost: 32 points.
Game Information: HA +8d6 (40 Active 5) Super-Dense Fists Variant: The character can
Points); Hand-To-Hand Attack (-½), Linked increase the density of his fists at any time, regard-
(to DI; -½). Total cost: 20 points. less of whether he himself has an overall higher
density. Remove Linked (-½). Total cost: 27 points.
82 ■ Building A Brick HERO System 5th Edition, Revised

Defensive Density Powers GROWTH POWERS


As discussed on pages 24 and 38, increased
AUGMENTED DEFENSES size is one of the common justifications for giving a
Effect: Armor (8 PD/8 ED) character super-strength and related powers. Here
Target/Area Affected: Self are a few sample abilities for “giant bricks.”
Duration: Constant
Range: Self
END Cost: 0 Basic And Offensive
Brick Tricks Roll Penalty: N/A Growth Powers
Description: Characters who can increase their
density always become tougher when they do GIGANTIC SIZE
so, but a character with this power becomes par-
ticularly difficult to hurt. He gains extra defense Effect: Growth (32 m tall)
(bought as Armor) in addition to the PD and ED Target/Area Affected: Self
he gains from Density Increase. The gain is propor- Duration: Constant
tional — the more dense he becomes, the tougher Range: Self
he becomes. For example, if he has the basic Den- END Cost: 6
sity Enhancement power listed above, for every 10 Brick Tricks Roll Penalty: N/A
points’ worth of Density Increase he uses, he gains Description: The character can grow to a height of
2 PD/2 ED worth of Armor. as much as 32 meters (105 feet). When he’s that tall,
he becomes prodigiously strong and much tougher
Game Information: Armor (8 PD/8 ED) (24
— but also easier to perceive and to hit in combat.
Active Points); Linked (to DI; -½). Total cost:
16 points. Game Information: Growth (+60 STR, +12
BODY, +12 STUN, -12” KB, 400,000 kg, -8
Options: DCV, +8 PER Rolls to perceive character, 32
1) Really Augmented Defense I: Increase to Armor [105 feet] m tall, 16 m wide). Total cost: 60
(14 PD/14 ED) and reduce Linked to (-¼). 42 points.
Active Points; total cost 34 points.
Options:
2) Really Augmented Defense II: Increase to Armor
(20 PD/20 ED) and reduce Linked to (-¼). 60 1) Gargantuan Size: Increase to Growth (+75 STR,
Active Points; total cost 48 points. +15 BODY, +15 STUN, -15” KB, 3,200,000 kg, -10
DCV, +10 PER Rolls to perceive character, 64 m
3) Weaker Augmented Defense: Decrease to Armor [about 200 feet] tall, 32 m wide). Total cost: 75
(4 PD/4 ED). 12 Active Points; total cost 8 points. points.
SUPER-DENSE LEGS 2) Enormous Size: Decrease to Growth (+45 STR,
Effect: Knockback Resistance -8” +9 BODY, +9 STUN, -9” KB, 50,000 kg, -6 DCV,
Target/Area Affected: Self +6 PER Rolls to perceive character, 16 m [about 52
Duration: Constant feet] tall, 8 m wide). Total cost: 45 points.
Range: Self 3) Easy Growth: Remaining at gigantic sizes doesn’t
END Cost: 2 tire the character out. Add Costs Endurance Only
Brick Tricks Roll Penalty: N/A To Activate (+¼). Total cost: 75 points.
Description: The character makes his legs and feet 4) Tiring Growth: Remaining at gigantic sizes
super-heavy so that it’s hard for anyone to knock places a terrible strain on the character’s body. Add
him over. Increased Endurance Cost (x2 END; -½). 60 Active
Points; total cost 40 points.
Game Information: Knockback Resistance -8”
(16 Active Points); Costs Endurance (-½). Total
cost: 11 points.

Options:
1) Denser Legs: Increase to Knockback Resistance
-12”. 24 Active Points; total cost 16 points.
2) Less Dense Legs: Decrease to Knockback Resis-
tance -4”. 8 Active Points; total cost 5 points.
The Ultimate Brick ■ Chapter One 83

GIGANTIC FISTS GIGANTIC MUSCLES


Effect: Area Of Effect (One Hex) Effect: +20 STR, Linked to
for up to STR 100 Growth
Target/Area Affected: One Hex Target/Area Affected: Self
Duration: Instant Duration: Constant
Range: Touch Range: Self
END Cost: 0 END Cost: 2
Brick Tricks Roll Penalty: N/A Brick Tricks Roll Penalty: N/A
Description: By the time the character reaches 32 Description: As he grows, the character becomes
meters (105 feet) in height, his hands and feet have even stronger than normal growing characters. He
become so large that he has little difficulty hitting gains +5 STR per 15 points of Growth (adjust the
targets in HTH Combat. Sometimes he can smash cost to suit if the character has less than 60 points’
more than one person under his gigantic palm, or worth of Growth).
crush them with a stomp of his titanic foot.
Game Information: +20 STR (20 Active Points);
Game Information: Area Of Effect (One Hex; Linked (to Growth, gains +5 STR per 15 points
+½) for up to STR 100, Reduced Endurance of Growth; -¼). Total cost: 16 points.
(0 END; +½) (75 Active Points); Linked (to
Growth; only applies at 60 points’ worth of Options:
Growth or more; -¼). Total cost: 60 points. 1) Really Gigantic Muscles: Increase to +40 STR
(+10 STR per 15 points of Growth). 40 Active
Points; total cost 32 points.
84 ■ Building A Brick HERO System 5th Edition, Revised

GIGANTIC SWING (adjust the cost to suit if the character has less than
Effect: +4 OCV with Sweep 60 points’ worth of Growth).
Target/Area Affected: Self Game Information: +20 PRE (20 Active Points);
Duration: Constant Linked (to Growth, gains +5 PRE per 15 points
Range: Touch of Growth; -½). Total cost: 16 points.
END Cost: 0
Brick Tricks Roll Penalty: -1 Options:
Description: The character’s large, strong arms can 1) Really Impressive: Increase to +40 PRE (+10
wield large weapons, and he’s particularly skilled at PRE per 15 points of Growth). 40 Active Points;
at using weapons (or even his fists) to make a pow- total cost 32 points.
erful, scything stroke that hits several foes at once.
In game terms, characters should only use
these Levels to Sweep multiple opponents. How- Defensive Growth Powers
ever, since the rules for placing Limitations on CSLs
would actually make this power cost more if it were GIGANTIC DEFENSE
so Limited, it’s not actually built with any Limita-
Effect: +20 PD and ED, Linked
tion — the player just voluntarily agrees to only
to Growth
use the Levels that way, and the GM enforces that
Target/Area Affected: Self
restriction as part of the power’s special effect.
Duration: Constant
Game Information: +4 OCV with Sweep. Total Range: Self
cost: 8 points. END Cost: 0
Brick Tricks Roll Penalty: N/A
Options:
Description: As he grows, the character becomes
1) Strong Power: Increase to +6 OCV with Sweep. even tougher to hurt than normal growing char-
Total cost: 12 points. acters. He gains +5 PD and ED per 15 points of
2) Weak Power: Decrease to +2 OCV with Sweep. Growth (adjust the cost to suit if the character has
Total cost: 4 points. less than 60 points’ worth of Growth).
Game Information: +20 PD (20 Active Points);
IMPRESSIVENESS
Linked (to Growth, gains +5 PD per 15 points
Effect: +20 PRE, Linked to of Growth; -¼) (total cost: 16 points) plus +20
Growth ED (20 Active Points); Linked (to Growth, gains
Target/Area Affected: Self +5 ED per 15 points of Growth; -¼) (total cost:
Duration: Constant 16 points). Total cost: 32 points.
Range: Self
END Cost: 0 Options:
Brick Tricks Roll Penalty: N/A
1) Really Gigantic Defenses: Increase to +40 PD
Description: As he grows, the character becomes and ED (+10 PD/ED per 15 points of Growth). 40
even more impressive than normal growing char- and 40 Active Points; total cost 32 and 32 points.
acters. He gains +5 PRE per 15 points of Growth
The Ultimate Brick ■ Chapter One 85

GIGANTIC PHYSIQUE GIGANTIC TOUGHNESS


Effect: +20 CON, No Figured Effect: Physical and Energy
Characteristics, Linked to Damage Reduction,
Growth Resistant, 25%, Linked to
Target/Area Affected: Self Growth
Duration: Constant Target/Area Affected: Self
Range: Self Duration: Constant
END Cost: 0 Range: Self
Brick Tricks Roll Penalty: N/A END Cost: 0
Description: As he grows, the character becomes Brick Tricks Roll Penalty: N/A
even hardier and more resistant to being stunned Description: As he grows, the character becomes
than normal growing characters. He gains +5 CON harder to hurt. He has to become at least 4” (8
per 15 points of Growth (adjust the cost to suit meters) tall before this ability applies.
if the character has less than 60 points’ worth of
Game Information: Physical and Energy
Growth).
Damage Reduction, Resistant, 25% (30 Active
Game Information: +20 CON (40 Active Points); Linked (to Growth, only applies at 30
Points); Linked (to Growth, gains +5 CON per points’ worth of Growth or more; -¼). Total
15 points of Growth; -¼), No Figured Charac- cost: 24 points.
teristics (-½). Total cost: 23 points.
Options:
Options: 1) Really Gigantic Toughness: Increase to Damage
1) Really Gigantic Physique: Increase to +40 CON Reduction 50%. 60 Active Points; total cost 48
(+10 CON per 15 points of Growth). 80 Active points.
Points; total cost 46 points.
NICE TRY, LITTLE MAN
2) And Tougher, Too: Remove No Figured Charac-
teristics (-½). Total cost: 32 points. Effect: +15 PD and ED versus
smaller attackers
GIGANTIC RESILIENCE Target/Area Affected: Self
Effect: Damage Resistance (20 Duration: Persistent
PD/20 ED), Linked to Range: Self
Growth END Cost: 0
Target/Area Affected: Self Brick Tricks Roll Penalty: N/A
Duration: Constant Description: Smaller beings just don’t cause as
Range: Self much harm as those of the character’s size.
END Cost: 0
Game Information: +15 PD (15 Active Points);
Brick Tricks Roll Penalty: N/A
Only Applies Versus Attackers At Least One
Description: As he grows, the character becomes Size “Class” Smaller (-¼) (total cost: 12 points)
even more resistant to lethal damage than normal plus +15 ED (15 Active Points); Only Applies
growing characters. He gains +5 PD and ED Versus Attackers At Least One Size “Class”
Damage Resistance per 15 points of Growth (adjust Smaller (-¼) (total cost: 12 points). Total cost:
the cost to suit if the character has less than 60 24 points.
points’ worth of Growth).
Options:
Game Information: Damage Resistance (20 PD/
20 ED) (20 Active Points); Linked (to Growth, 1) Even Tougher: Increase both Characteristics to
gains 5 PD/5 ED Damage Resistance per 15 +20. 20 + 20 = 40 Active Points; total cost 16 + 16 =
points of Growth; -¼). Total cost: 16 points. 32 points.
2) Weaker Defenses: Decrease both Characteristics
Options: to +10. 10 + 10 = 20 Active Points; total cost 8 + 8
1) Really Gigantic Resilience: Increase to Damage = 16 points.
Resistance (40 PD/40 ED) (10 PD/10 ED per 15 3) What Was That, A Mosquito?: The base power
points of Growth). 40 Active Points; total cost 32 assumes the character’s toughness due to size
points. doesn’t work as well against Killing Attacks. Some
characters don’t suffer from that problem. Change
to Armor (15 PD/15 ED) (45 Active Points); Only
Applies Versus Attackers At Least One Size “Class”
Smaller (-¼). Total cost: 36 points.
86 ■ Building A Brick HERO System 5th Edition, Revised

Movement And Sensory Effect:


GIGANTIC LEGS
Running +24”, Linked to
Growth Powers Growth
Target/Area Affected: Self
GIGANTIC EYES Duration: Constant
Range: Self
Effect: +2 Sight PER and Night-
END Cost: 2
vision
Brick Tricks Roll Penalty: N/A
Target/Area Affected: Self
Duration: Constant Description: As he grows, the character’s legs
Range: Self become longer, and thus so do his strides. In
END Cost: 0 game terms, this means he can cross ground more
Brick Tricks Roll Penalty: N/A quickly, which is represented by giving him more
inches of Running. He gains Running +6” per 15
Description: When the character becomes taller, his
points of Growth (adjust the cost to suit if the
eyes become larger, making them more efficient at
character has less than 60 points’ worth of Growth).
seeing things and gathering light.
If he starts out with more than the base 6” of Run-
Game Information: ning, you should alter this power to add his total
Cost Power normal inches of Running per 15 points’ worth of
3 Gigantic Eyes: +2 PER with Sight Group; Growth.
Linked (to Growth, only applies at 30 points’
worth of Growth or more; -¼) Game Information: Running +24”, Reduced
4 Gigantic Eyes: Nightvision; Linked (to Endurance (½ END; +¼) (60 Active Points);
Growth, only applies at 30 points’ worth of Linked (to Growth; -¼). Total cost: 48 points.
Growth or more; -¼)
Total cost: 7 points.
chapter two:

SMASHING FISTS & BOUNCING BULLETS


BRICK CAMPAIGNING
88 ■ Brick Campaigning HERO System 5th Edition, Revised

BRICKS IN
COMBAT
B
ricks are often very combat-effective, and STR to slow it down, since he has no way to coun-
have a tremendous capability to manipu- ter its forward momentum. The GM may waive this
late their physical environment. This chap- rule in appropriate circumstances.
ter addresses some of the consequences of Generally, a character can only stop a resist-
having bricks in a campaign — how they fight, and ing object if he has enough STR to lift that object
how they affect the world around them when it’s not in motion. Weaker characters who
try to stop a resisting object simply suffer a Move
Through from the object and get knocked out of
ENTERING COMBAT: the way or dragged along. Characters may also find
STOPPING MOVING it more difficult (or impossible) to properly Grab
and stop some types of objects, such as tidal waves
OBJECTS or avalanches; they may need to have Force Wall, or
a large, flat object, to use as a tool in this situation.
Bricks occasionally need to stop moving The simple, easy to use rule from pages 364-65
objects. You can find rules for catching falling of the HERO System 5th Edition, Revised allows a
objects on page 434 of the HERO System 5th Edition, character to subtract inches of movement from the
Revised, and there are basic rules for using STR resisting object’s velocity each Phase automatically,
to stop moving objects such as vehicles on pages based on his STR. To make the situation more dan-
238-39 of that book. Some GMs also need rules gerous, difficult, and dramatic, the GM may want to
for much bigger moving objects — avalanches and change this a little to render the outcome less cer-
landslides, meteors and comets, and the like. tain: the character must make a STR Versus STR
Any object that applies constant force in Roll against the resisting object each Phase; if he
its forward progress is referred to as a “resisting loses, he doesn’t get to subtract any inches of move-
object.” This category includes vehicles operating ment from it that Phase. (At the GM’s option, if he
under their own power, objects moved by gravity wins the roll by a significant margin, he may sub-
powers or Telekinesis, and the like. tract more movement than normal for that Phase.)
All of these objects have two significant char-
acteristics: their movement rate and their Strength.
For objects moved by gravity or Telekinesis, calcu- EXAMPLE RESISTING
late the strength of the gravity/Telekinesis rather
than that of the object. Gravity has a STR value
OBJECTS
equal to the amount of STR necessary to pick up The following are suggested STR and movement values
the entire resisting object in the first place — if it’s for various resisting objects characters might encounter:
a normal-sized man, gravity acts on it with STR 10;
Asteroid/meteor, small*: STR 40-60, movement 500”
if it’s a 100-ton space shuttle, gravity has STR 60. If Asteroid/meteor, medium*: STR 60-100, movement 500”
the object doesn’t have its own STR Characteristic Asteroid/meteor, large*: STR 100-150, movement 500”
naturally, and isn’t being affected by gravity, the GM Avalanche, small*: STR 30-40, movement 20”
should assign it a STR based on its size, mass, and Avalanche, medium*: STR 40-50, movement 20”
any other factor he deems relevant. Avalanche, large*: STR 50-60, movement 20”
A character trying to stop a moving resisting Bus/truck: STR 40-55, movement up to
object must first put himself in a position to apply 100” Noncombat
movement (opposite to its current direction) to Car: STR 30-40, movement up to
some portion of it (preferably its most forward 125” Noncombat
Tidal wave, small*: STR 30-40, movement
point — that tends to be most efficient, and is the
80-120”
most visually appealing). This usually means the Tidal wave, medium*: STR 40-50, movement
character must use his own movement abilities to 80-120”
get to that point, normally without making a Move Tidal wave, large*: STR 50-60, movement
Through or Move By attack against the resisting 80-120”
object. Once he’s in position, use the rules from Train/subway: STR 55-65, movement 40-80”
pages 364-65 of the HERO System 5th Edition, Noncombat (or up to 336” for
Revised to determine if he can get a hold on the bullet trains)
object and start to slow it down. Typically, a charac- *: Character may need a Force Wall or large, flat object to
ter needs to have an appropriate Movement Power “Grab” this “object.”
to stop a resisting object — a superhero who lacks
Flight usually can’t Grab a flying object and use his
The Ultimate Brick ■ Chapter Two 89

If a character fails to stop a moving object fantastic campaign may want to ignore the Encum-
that he’s Grabbed, in later Phases he can choose to brance rules altogether, allowing bricks to carry up
Squeeze it and damage it instead of using his STR to their full STR worth of weight without suffering
to subtract inches of movement. He cannot Throw any reduction in movement or DCV.
it or use any other option for Grab; all he can do
OFF HAND
is Squeeze. Assuming he does enough damage, he
may destroy the object, bring it to a halt, cause it to The Off Hand rules generally only apply to
crash, or the like. weapons; under the standard rules, a brick could
punch someone with either of his fists and suffer
no OCV penalty for the “off ” hand. However, GMs
COMBAT MODIFIERS interested in fairness or “realism” may want to apply
the Off Hand penalty to barehanded attacks like
The following notes and optional rules apply punches (and many Martial Maneuvers).
when characters of high STR use certain Combat
Modifiers. SPREADING AN ATTACK
Rather than having a brick buy an ability like
AREA OF EFFECT, EXPLOSION
Armsweep (page 51), or use that ability by making
The standard rules for area-affecting attacks a Brick Tricks roll, some GMs may prefer to let
indicate that using such an attack against an adja- bricks Spread their STR as a way of representing an
cent hex means the hex has DCV 0 instead of DCV “arm sweep,” massive fists, or the like. In this case,
3. Adjacent means just that — the hex right next to the brick may only Spread for one hex (unless he
the hex the character is standing in when he begins had Stretching or some other ability that the GM
or launches the attack. A character cannot buy Area felt justified a broader Spread).
Of Effect (One Hex) as an Advantage for his STR Additionally, in some cases the GM might let a
and then use it on other hexes (such as the hex at brick use the Spreading rules for his STR to reflect
the end of a Move By/Through, or hexes reached how he picks up large objects and uses them as “clubs”
with Stretching) at DCV 0 — those hexes have to hit people in HTH Combat, instead of the Weapon
DCV 3 against his attack, since they’re not “adja- Size/Shape rules (see below). In this case, the character
cent” to him when he begins the attack. has to Spread for area, not OCV, and the number of
ENCUMBRANCE hexes Spread must equal the “footprint” of the object.
Since bricks tend to lift heavy objects fre- Example: Grond decides to smash the Cham-
quently, and in some genres are usually loaded pions with a school bus. In game terms, a bus
down with extra gear because their comrades know measures 5” x 2.5” (see The Ultimate Vehicle,
they can carry more, the Encumbrance rules may page 48). Therefore Grond must Spread for 10
come into play. Gamemasters interested in a truly hexes — a footprint 5 hexes long and 2 hexes
90 ■ Brick Campaigning HERO System 5th Edition, Revised
wide (the GM lets him have the additional .5 Acting First
hex of width for free). Therefore he loses 10 If a character successfully Blocks attacks
Damage Classes from his attack and only does from multiple opponents, he gets the “may act
(90-50) 40 STR worth of damage — 8d6. On first in the next Phase, if they share it” benefit
the other hand, he’s hit all five of the Champi- against all of them.
ons at once! If a character successfully Blocks his attacker
and the “may act first in the next Phase, if they
WEAPON SIZE/SHAPE share it” benefit applies, it applies even if the
Bricks are more likely than any other type of attacker decides not to attack the character in his
character to use the Weapon Size/Shape rules, since next Phase. However, the attacker’s DEX for pur-
they’re often the only ones who can pick up objects poses of acting first is not lowered as to any other
that are large enough for those rules to come into character. Unless the character stops the attacker
play. In most cases, the “treat the weapon as an Area somehow, the attacker can attack some other target
Of Effect attack” option works better for bricks than at his normal DEX.
the “treat the weapon as an OCV bonus” option, but The “may act first in the next Phase, if they
some GMs may prefer the OCV method as a way of share it” benefit only applies if the two characters
maintaining game balance. involved both have their normal Phases on the next
Segment. If the attacker Holds and chooses to act
in a Segment in which the character has a Phase
COMBAT MANEUVERS but the attacker normally does not, the characters’
respective Actions occur in their normal order
This section covers Combat Maneuvers that — whichever character has the higher DEX acts
bricks use frequently — such as Block, Grab, Hay- first, despite the Block.
maker, and Move Through — and provides addi-
tional or expanded rules to cover situations that Subsequent Blocks
often crop up in brick combat. If a character Aborts to Block, and then con-
tinues to Block other attacks in later Segments after
BLOCK he Aborted, he may continue to Block in the Seg-
The following additional and expanded rules ment in which his next Phase occurs, but before
apply to Block. When attacked, many bricks are his Phase occurs. For example, if a SPD 3, DEX 15
more inclined to try to “take it” because of their character Aborts his Phase in Segment 12 to suc-
high defenses, but some use Block to represent their cessfully Block an attack, he can Block a second
ability to shrug off even the mightiest punch. attack (at -2) in Segment 4 — when his next usable
Phase occurs on DEX 15 — if his attacker has a
The Applicability Of Block Phase in Segment 4 prior to DEX 15. Furthermore,
A character can normally Block any HTH he then receives his normal Phase when his DEX
Combat attack, including Disarms, Choke Holds, occurs in the initiative order, and may make an
Grabs/Grab Bys, Move Bys/Throughs, and so forth. attack or perform any other Action he normally
He may also Block melee weapon attacks, though could during a Phase. However, the GM may, in his
the GM may impose penalties or other modifiers discretion, change these rules, and/or impose an
for actions like attempting to Block a weapon attack OCV penalty (or other appropriate penalty) on the
with bare hands. However, the GM must apply Action the character takes when his Phase arises.
common sense, dramatic sense, and considerations
of game balance when determining what sort of Block And Multiple Attacks
attacks a character can Block. Although a character Some attacks, such as Sweep or a Multiple
could Block a Move Through performed against Move By, involve a sequence of attacks directed at
him by another character, he probably can’t Block a the target in which if one of the attacks misses, all
Move Through performed by a Vehicle. subsequent attacks automatically miss. For these
If a character Blocks a Move Through, the purposes, successfully Blocking one of the attacks
character making the unsuccessful Move Through in the sequence does not count as a “miss”; the
attack does not take any damage. attacker may continue with the rest of the sequence.
Generally, a character cannot Block a HTH (However, if one of the attacks misses due to the
Combat attack bought with the Area Of Effect or target Dodging or Diving For Cover, that counts as
Explosion Advantages. However, the GM can allow a miss and ends the sequence of attacks.)
a character to Block such attacks in appropriate Sometimes a character wants to Block an
circumstances. For example, if both the attacker Autofire HTH Combat attack that has “hit” him
and the defender had Area Of Effect on their STR, multiple times. Autofire used against a single
bought to represent the enormous size of their target requires a single Attack Roll from which the
hands, the GM might allow each character to Block number of hits are determined. Therefore, the char-
the other’s attacks. acter makes a single Block roll. If he makes the roll
If a character Blocks a Constant HTH attack, exactly, he Blocks one of the hits. For every 2 points
the first roll deflects it entirely; it’s as if the attacker by which he makes the roll beyond that, he Blocks
missed. He does not have to keep Blocking it in another hit. If the character Blocking the attack gets
subsequent Segments. attacked by another character that same Phase and
The CV bonuses obtained from Block apply to wants to Block that character’s attacks, his Block
all characters, not just the character Blocked. roll suffers a -2 for the second attack, -4 for the
The Ultimate Brick ■ Chapter Two 91

third, and so forth. The penalty doesn’t derive from or Squeeze the target; all he can do is apply the
the number of Autofire shots Blocked, because the maneuver’s NND damage.
character only made one Block roll, and Blocking A Choke Hold prevents the use of headbutts. A
some but less than all of an attacker’s Autofire shots Choke Hold does not cut off the victim’s senses, but
does not count as a “missed Block” for purposes of might interfere with them (i.e., cause PER Roll pen-
ending a character’s ability to make multiple Blocks. alties, as determined by the GM). It might cut off,
For an attack like Sweep, which involves mul- or diminish the effectiveness of some powers (such
tiple Attack Rolls, a character must make one Block as a sonic scream), but that’s up to the GM, who
roll for each Attack Roll, at the normal penalty for should make the call in light of game balance con-
making multiple Blocks in the same Phase. So, to siderations, common sense, and dramatic sense — a
Block a three-attack Sweep involves one normal PC shouldn’t be allowed to turn a 4-point Martial
Block roll, a second roll at -2, and a third at -4. If Maneuver into a frequently-used Drain All Powers
another character attacked the Blocking character, Emanating From The Head.
an attempt to Block his attack would be at -6.
GRAB
Block And Invisible Attacks Grab is one of the Combat Maneuvers bricks
Generally, a character cannot Block an attack most frequently use. Because of bricks’ vast STR,
he cannot perceive (or, at best, can only Block most targets have little or no chance of escaping,
with OCV 0). That means the GM has to decide making Grab a good way of restraining someone
on a case-by-case basis whether a character can without hurting him.
“perceive” an attack. If the attack is Fully Invisible
(including the source of the power), then a charac- Standard Penalties For Grab
ter probably has no chance to Block it. On the other The rules list both a -2 DCV penalty for Grab,
hand, if the character can’t perceive the attack but and a ½ DCV penalty for holding onto a Grabbed
can perceive his attacker gesturing at him or ini- character. The -2 DCV penalty applies if the Grab
tiating the attack, the GM might simply apply the does not succeed. If it does succeed, the ½ DCV
penalties for fighting an invisible attacker, or maybe penalty for holding onto another character “over-
a Surprised bonus, to the Block attempt. rides” it, giving the character half his normal DCV.
A character who has Grabbed another charac-
CHOKE HOLD ter cannot let the Grabbee maintain his full OCV
Establishing a Choke Hold involves a Grab, and DCV, even if the Grabbee voluntarily submits
and therefore the normal rules for Grab apply. to the Grab.
For example, the victim gets an immediate Casual
Optional Penalties For Grab
STR roll to break free (and if he succeeds, takes no
As noted on page 388 of the HERO System 5th
damage from the attack), and the OCV/DCV pen-
Edition, Revised rulebook, some GMs may prefer
alties for Grabbing/being Grabbed apply. However,
to vary the penalties for successfully performing a
the character using Choke Hold cannot Throw
Grab based on the relative STRs of the character,
92 ■ Brick Campaigning HERO System 5th Edition, Revised
reflecting the fact that a strong character can hold and the standard amount of time for an Attack
onto someone more easily than a weak one. Action. If the Attack Roll for a Squeeze fails, the
The standard CV penalties for performing a suc- victim remains Grabbed but takes no damage. If
cessful Grab are: the Attack Roll for a Throw fails, the victim is no
longer Grabbed (unless the GM rules otherwise,
Grabber: ½ DCV against all attackers as he might if the Throw is a slam) and suffers no
(including Grabbed character) effects of a Throw (he takes no damage and suffers
Full OCV against the Grabbed no initiative penalty in relation to the character
character who threw him).
½ OCV against other targets (if If a character has Martial Grab or another
attacks are possible at all) Martial Maneuver that adds a STR bonus to Grab,
the STR bonus applies solely for the purposes of
Grabbee: ½ DCV against all attackers
holding on to the target. It doesn’t increase the
(including Grabber)
damage done by Squeezing or Throwing the target,
-3 OCV against the Grabber (if increase the distance a target can be thrown, or
attacks are possible at all) have any other effect. Similarly, characters can
½ OCV against other targets (if use Combat Skill Levels to increase their OCV or
attacks are possible at all) DCV when Grabbing, but not the damage done by
However, if the Grabber’s STR is 20 or more points Squeezing or Throwing.
higher than the Grabbed character’s STR, change See page 99 for rules regarding using a
the penalties to the following: Grabbed character as a “club” or “missile” against
other characters.
Grabber: -2 DCV against all attackers
(including Grabbed character) Squeezing Multiple Targets
Full OCV against the Grabbed In some situations, a character may want to
character Grab and Squeeze two characters. This could simu-
late, for example, smashing two enemies’ heads
-1 OCV against other targets (if together, or simply be a clever combat tactic for
attacks are possible at all) a brick with large arms. To do this, the character
must Sweep Grab two targets, then Squeeze them
At the GM’s option, if the Grabber’s STR is 40 both that same Phase if he succeeds. In later Phases
or more points higher than the Grabbed character’s he’d have to Sweep Squeeze (since Squeezing in
STR, the DCV penalty falls to -1. later Phases counts as an attack), or choose which
Squeezing And Throwing one to Squeeze.
After performing a Grab, a character can only Other Options
Squeeze or Throw the target, or use a Combat or Pages 144-46 of The Ultimate Martial Artist
Martial Maneuver that must follow a Grab (such discuss several options for affecting Grabbed
as Crush); he can’t use any other maneuvers unless characters besides Squeezing or Throwing, such as
circumstances dictate otherwise (e.g., he only Grabs Block, Control, Redirect, and Shove. At the GM’s
with one hand, leaving the other free to punch the option, bricks (and other characters) can use these;
victim) or the GM so permits (and even in that they’re not restricted just to martial artists (though
case, using another attack should mean releasing they’re usually most appropriate for them).
the Grab in most circumstances). (However, pages
145-46 of The Ultimate Martial Artist offer optional The Same Hex
rules for expanding what a character can do to or The rules say that after a successful Grab, the
with a Grabbed character.) Grabber and Grabbee “both occupy the same hex.”
The Throw that follows a Grab can “slam” the By default this means the Grabber’s hex. However,
victim directly onto the ground next to the character, if the Grabber has a Half Phase Action available
or it can hurl the victim a distance (use the Throw- before attacking, he can specify in advance that he
ing Table to determine how far the character can wants to move into the Grabbee’s hex before Grab-
Throw the victim). The Throw has the usual effects bing him.
for a Throw, such as described under Martial Throw
One-Handed Grabs
on page 400 of the HERO System 5th Edition, Revised
If a character uses only one hand to Grab, he is at
rulebook. See also pages 146 and 152 of The Ultimate
-5 STR, and can only use half of the STR bonus pro-
Martial Artist for more information about Throws.
vided by any Grab-based Martial Maneuver. But if he
If a character makes a Half Move to a target,
manages to hold on, he can use his free hand for other
Grabs him, and then Throws him, this is a Stand-
attacks. For example, he could hold on to the target
ing Throw. If a character starts a Phase with a
with his left hand, and punch him with his right.
Grabbed victim, he could make a Running Throw
of him if he wishes. Attacks By The Grabbed Character
As noted in the rules for Grab, Squeezing As noted in the rulebook, a Grabbed character
or Throwing a Grabbed victim in a Phase after can try to attack the person Grabbing him. (At the
performing a Grab constitutes an Attack Action. GM’s option, he might be allowed to attack some
That means it requires a standard Attack Roll (the other character instead, using the same abilities
Squeeze or Throw doesn’t automatically succeed) with which he could attack his captor.) The sorts of
The Ultimate Brick ■ Chapter Two 93

attacks a Grabbed character can use in this situa- of inches of Knockback normally. Then roll the
tion depend largely on the special effects involved, Knockback damage dice (the full amount, as if the
common sense, dramatic sense, and the circum- character had hit an obstacle) in a “Strength” Versus
stances. He can never use Accessible Foci, and he Strength Contest against the Grabber’s STR. If the
can always use his own raw STR to try to break free Knockback wins the contest, the Grabbed character
or hurt the character Grabbing him. Beyond that, is knocked out of the Grab and the character who
the GM has to decide whether he can or cannot use was attacked travels a number of inches equal to
an attack, adjust the rules for each specific situation, the ((inches of KB) - (BODY rolled for Grabber’s
based on the special effects and characters involved. STR)). Resolve the damage from those inches of
As a default rule: Knockback traveled normally. If the Grabber wins
■ the Grabbed character can use any of his own the contest, the character takes no Knockback, and
attacks against the character Grabbing him, but no damage from Knockback.
cannot use Combat or Martial Maneuvers unless Example: Squeeze (STR 40) has Grabbed
the GM so permits (since those typically require Brainwave. One of Squeeze’s allies takes advan-
a degree of movement and mobility the character tage of Brainwave’s reduced DCV to shoot
cannot achieve when Grabbed) him with an Energy Blast that does 15 BODY
■ the Grabbed character can only use attacks that damage. The GM rolls 5 on the 2d6 for deter-
are “free” (unhindered by the Grab — such as eye- mining Knockback, so Brainwave would ordi-
beams) against other targets narily take 10” of Knockback. The GM rolls the
10d6 in a “Strength” Versus Strength Contest
On important factor for the GM to keep against Squeeze. The GM rolls 10 BODY, and
in mind is the number of limbs Grabbed. If the Squeeze rolls 8. So, Brainwave is knocked out of
attacker only Grabs one limb, or the victim has Squeeze’s grip and travels (10-8) 2”, taking 2d6
Extra Limbs that are fully manipulable, then the Knockback damage.
victim may be able to use his free limbs to attack The same rules apply to Knockdown.
freely, wield Accessible Foci, or the like.
Grabs And Movement
Grab And Knockback When a character Grabs a moving target, the
A Grabbed character may be attacked by a target immediately gets a standard Casual STR Roll
third party and suffer Knockback (or maybe even to break out. If the GM is using the optional rule on
suffer Knockback from the Grabber, if the Grab- pages 364-65 of the HERO System 5th Edition, Revised
ber has more limbs free to attack with). Similarly, rulebook regarding the effect of movement on STR,
a Grabbing character could be attacked and suffer then you should calculate the character’s Casual STR
Knockback. In either case, determine the number with that in mind. If the roll succeeds, the target keeps
94 ■ Brick Campaigning HERO System 5th Edition, Revised
moving until the end of his declared inches of move- from around B. He makes a Grab attack against
ment (assuming he wasn’t there already). If the roll C as normal (keep in mind that C has a reduced
fails, the target’s movement immediately drops to 0” DCV from performing a Grab on B). A may then
(this does not cause him damage), and he remains in pit his STR against C in a STR Versus STR Contest
the hex where he was Grabbed. He has to break out to pry C’s arms from around B, and if he succeeds,
in the usual fashion, without gaining any STR benefit he frees B
from movement.
Breaking Free From A Grab
Multiple Grabs As noted on page 387 of the HERO System 5th
In some situations, two or more characters Edition, Revised rulebook, a Grabbed character gets
may want to perform Grabs on the same target. For to use Casual STR to try to break free immediately.
purposes of analyzing this situation, assume three Unlike most uses of Causal STR, which are Zero-
characters: A, B, and C. Phase Actions, this “immediate” use is an Action
Suppose C has Grabbed B. A also wants to that takes no time (but a character only gets to try
Grab B. If C is willing to have A help him hold B, it that one time, right after he’s first Grabbed).
A simply makes a normal Attack Roll against B’s If a character attempts to use his Casual STR
DCV (which is reduced by the Grab, of course). To to break free from a Grab, and he has an Escape-
break free B must defeat the higher of A’s and C’s based Martial Maneuver (such as Martial Escape),
STRs. Alternately, the GM can add A’s and C’s lift- he can use half the STR from that in addition to
ing capacities together to determine their “group half his innate STR. He may not, however, apply
STR,” as described on page 6, and B has to break any bonus “STR dice” from using Contortionist, or
free from that. If B only wants to free the part of any “bonus STR” from using a Movement Power
his body held by one of his captors, he has to make (assuming the GM permits the latter, in light of
his STR Roll versus that person’s STR, but if he suc- the circumstances and powers involved). In later
ceeds he only frees that part of his body. Phases, he may use half the bonuses from Con-
If C doesn’t want A to Grab B (maybe A is tortionist and/or Movement Powers to increase
trying to pull B free), A has to make his Attack Roll a Casual STR roll to break out, but using either
against the higher of C’s DCV or B’s DCV. If A or both converts the use of Casual STR to a Half-
succeeds, he can then engage in a STR Versus STR Phase Action. He can add full Contortionist and/or
Contest with C to free B (B takes no damage from Movement Power bonuses to a normal, full-STR
this, unless the GM feels it would be appropriate to damage roll to break free; the rules for how much
apply some measure of the STR involved to reflect time this takes are on page 423 of the HERO System
the tugging on B’s body). 5th Edition, Revised rulebook.
Instead of trying to free B by Grabbing him, A As noted on page 386 of the HERO System 5th
might instead Grab C and then try to pry his arms Edition, Revised rulebook, a character often cannot
The Ultimate Brick ■ Chapter Two 95

Grab a target that’s significantly larger than himself. cally takes a Full Phase, regardless of how well the
If a Grabbed character activates the Growth Power, character breaks out). A character cannot Hay-
he may automatically be able to break free from a maker a Grab, but in the Phases after successfully
Grab. Alternately, the GM can convert the Growing Grabbing someone could, with the GM’s permis-
character’s growth momentum to STR (on a 1d6 sion, Haymaker the Squeeze or Throw damage he
= +5 STR basis) to determine the effect of grow- can do to a Grabbed opponent. He could also Grab
ing out of a Grab. (See page 38 regarding growth a target with less than all of his manipulatory limbs,
momentum.) then use one of his free limbs to make a Haymaker
Shrinking to half a character’s size or less Strike on the Grabbed target in a later Phase (in
allows him to slip out of a Grab automatically if he doing so he’d suffer all the penalties for both Grab
beats the character Grabbing him in a DEX Roll and Haymaker, though).
Versus DEX Roll Contest. (At the GM’s option, the
High-SPD Haymakers
shrinking character may use his Power: Shrinking
At SPD 7 and above, characters can have
Tricks Skill instead, if he has it.)
Phases in two or more consecutive Segments. If a
A character may not use a Ranged Attack that
character begins a Haymaker in a Phase before a
exerts force (such as an Energy Blast) to break free
Phase in a consecutive Segment, he’s still perform-
from a Grab, even if it has the No Range Limitation.
ing the Haymaker in the next Segment, and there-
The standard rules for Grab indicate that
fore loses his Phase in that Segment.
the victim’s STR damage roll to break free must
exceed the Grabber’s roll — in other words, ties Example: Thunderbolt (SPD 8) begins a Hay-
go to the Grabber, not the victim. As an option, maker in his Phase in Segment 2. He’s SPD 8, so
the GM can rule that ties go to the stronger he also has a Phase in Segment 3 — but since he
character. That way a character with, say, STR 41 doesn’t finish his Haymaker until the end of Seg-
derives a little extra benefit from spending that ment 3, he loses his Phase in that Segment.
extra point when he’s wrestling with a character
who has STR 40. Stopping A Haymaker
Grabbing And Being Stunned Or Knocked Out The rules note that a Haymaker automati-
A Grabber who is Stunned automatically lets cally fails if the target moves 1” or more during the
go of the Grabbed person (or object) at the end “windup.” The Haymaker also fails if the character
of the Segment unless he succeeds with an EGO performing it suffers any Knockback or Knock-
Roll. The roll suffers a penalty of -1 per 10 points of down, or if he’s Stunned or Knocked Out by an
STUN (or fraction thereof) the character took from attack. Just inflicting damage on the character won’t
the attack which Stunned him. At the GM’s option, stop his Haymaker; the damage has to move him,
even if the character maintains his grip, a Grabbed Stun him, or Knock him Out.
person may receive a bonus to break free (such as Haymaker Endurance
+5 or +10 STR) until the Grabber can recover from A character pays the END for the STR used
being Stunned. to perform a Haymaker in the Segment in which
A Grabber who is Knocked Out automatically he launches the attack (i.e., the Segment after he
lets go of the Grabbed person (or object) at the end begins the attack). For example, if a character
of the Segment. begins a Haymaker during his Phase in Segment 6,
HAYMAKER he pays the END for it in Segment 7. This means he
pays END for it even if he used his STR for other
The Haymaker is a perennial favorite of bricks purposes during his Phase in the previous Segment.
— in fact, it takes its name from the wind-up heavy
punch used in brawls. Since bricks already tend to MOVE BY
have low DEXs and DCVs and get by on resisting A Move By does STR/2 + (vel/5)d6 damage,
damage instead of avoiding it, the DCV penalty as stated in the rulebook. It’s not limited by the
and extra Segment required to execute a Haymaker character’s STR — it does the defined amount of
don’t trouble them as much as they do some other damage listed for the maneuver.
types of characters. Some of them buy “brick tricks” Halve a character’s STR before determining
to improve their Haymakers, such as Augmented the STR damage he does with a Move Through.
Haymaker (page 51) or Rapid Haymaker (page 62). That eliminates potential problems with trying to
Haymaker Applicability halve a half-die of damage.
The rules note that a character cannot Hay- Example: Basher (STR 43) performs a Move By.
maker another Combat or Martial Maneuver — he Normally he does 8½d6 STR damage. But for a
can’t use a Haymaker Offensive Strike, or a Haymaker Move Through, first he halves his STR, giving
Disarm. While technically a Strike (a punch or any him a 22. That means he does 4d6 damage, plus
other attack that doesn’t fall under another Combat his velocity divided by three.
Maneuver) is a Combat Maneuver, it’s an exception
to this rule — Strikes (usually punches) are the one The rules described below for Move Through
Combat Maneuver that a character can Haymaker. velocity damage and the like generally apply to
At the GM’s option, a character can Haymaker Move By as well.
his STR when trying to escape from a Grab or
Entangle (but this means breaking out automati-
96 ■ Brick Campaigning HERO System 5th Edition, Revised

MOVE THROUGH Attacks


Move Through is another popular Combat Generally, a character can only use his STR,
Maneuver for bricks; the “Freight Train”-style brick most types of weapons, or some forms of Kill-
(page 24) specializes in it. Once again, the DCV ing Attack (like claws) when performing a Move
penalties don’t matter as much to a brick, but the Through. He can’t use special abilities representing
OCV penalty may be ruinous if the brick doesn’t HTH Combat attacks, such as a Rapid-Fire Punch
have some Combat Skill Levels or a power that (Energy Blast, Autofire, No Range), unless the
helps him counteract at least part of it. GM is willing to analogize the attack to a weapon.
The GM may rule that some weapons — such as
Action And Move Required clubs or maces — can’t be used as part of a Move
A character can perform a Move Through as a Through.
Half Phase Action — for example, after using Find In most cases, a character may add his
Weakness on the target. That means he can only Hand-To-Hand Attack (HA) damage when
make a Half Move toward his target, but in most performing a Move Through, provided the GM
cases that’s enough to accelerate to full velocity using believes that makes sense based on the special
the movement rules, so it won’t change the calcula- effects of the HA and the Combat Maneuver. For
tion of CVs or damage/effect. However, it’s also example, if the HA is defined as super-hard fists,
possible to perform a Move Through as a Full Phase adding it to a Move Through would probably
Action — at the end of a Full Move. In fact, that’s make sense in most cases — but if it were a club,
how it’s used in the vast majority of instances. That’s that might not make any sense at all. In some
why the Actions Table lists it as a “1 Phase” action. cases, a character might buy HA with a Limita-
As the rules indicate, a character can perform a tion indicating that it only works with Move
Move Through after as little as 1”. However, in most Through (see Comin’ Through, page 54). The HA
cases a character should make a Full Move when dice are part of the overall damage, and thus affect
performing a Move Through, unless he can articu- the damage the character himself takes from per-
late a good reason for the GM why he wouldn’t. forming the Maneuver.
As noted in the rules, if the attacker misses, At the GM’s option, a character can Grab a
he “may hit something else.” This does not allow victim, then perform a Move Through on him by
him to try to hit another character or like target. It carrying him and running into a large object like
simply means that a missed Move Through could a wall, vehicle, or hillside. In this case, the char-
result in a character running into a wall (or some acter suffers the penalties for both maneuvers.
other object) and hurting himself. The GM may limit the damage done to the DEF +
BODY of the object the character collides with, if
The Ultimate Brick ■ Chapter Two 97

appropriate. damage Stuns him or Knocks him Out, the declared


movement condition still applies, even if it means
Relative Velocity
he tumbles along the ground due to momentum.
Since the damage from a Move Through
Alternately, the GM could declare, based on
depends on velocity, it’s the characters’ relative veloc-
special effects, the circumstances, common sense,
ity that matters when determining it. (Determine
and dramatic sense, that the character stops moving
the OCV penalty the character performing the
where he is when Stunned or Knocked Out.
Move Through suffers depends solely on his own
velocity, however.) PULLING A PUNCH
“Relative” velocity refers to the relationship Bricks frequently find it necessary to Pull A
between the velocities of the attacker and his target Punch, especially in Champions and other Super-
— sometimes they add together, sometimes they heroic genres. With their prodigious strength, they
cancel each other out. For example, if two attack- could easily inflict a fatal wound on an ordinary
ers rush together at 8” each, their relative velocity person — and until they know that someone can
is 16”; the Move Through gets +5d6 damage. If one take their full STR damage, it’s safer to err on the
runs toward the other at 6”, the relative velocity is side of caution! To encourage bricks to use this
6” and the attack gets +2d6 damage. If the attacker maneuver, the GM should consider invoking the
runs at 10”, and the victim runs away from him at optional rule that eliminates the OCV penalty for
4”, the relative velocity is 6” and the attack gets +2d6 Pulling A Punch.
damage.
ROLL WITH A PUNCH
Move Through Damage
Since bricks get involved in a lot of HTH
A Move Through does STR + (vel/3)d6
Combat, they may want to use this maneuver to
damage, as stated in the rulebook. It’s not limited by
lessen the damage from blows that are stronger than
the character’s STR — it does the defined amount of
they expect. It’s particularly useful for bricks with
damage listed for the maneuver.
less STR and defenses than a traditional brick (such
The standard rounding rules do not apply when
as many Agile Bricks), since it lets them compensate
calculating the damage added by velocity (or the
for their comparatively low PD and ED.
like). Velocity lets a character add Damage Classes,
Although a character can declare that he’s Roll-
not dice, and there’s no such thing as a “half Extra
ing With A Punch after he’s been hit, he cannot do
Damage Class.” In the case of a Move Through,
so if he’s unable to act or Abort to an Action. For
that means a character needs a full 3” increment
example, if he’s tried to Dodge or Block the attack
of movement to add +1d6 of Normal Damage. For
and failed, he cannot Roll With A Punch because
example, a character performing a Move Through
he’s now unable to act or Abort.
at 20” only adds +6d6 damage — to add +7d6, he’d
need 21” of movement. SWEEP
Generally, characters may not add growth Bricks don’t use Sweep as frequently as martial
momentum damage to a Move Through. However, artists, weaponmasters, and other “finesse” character
the GM may allow this if the character can some- types, but they do use it. For example, a brick might
how position himself so that the target is “above” Sweep Grab to Grab two people at once, or Sweep
him (as might be possible with Flight or Gliding, Move Through to tackle several enemies in adjacent
but not with ground-based Movement Powers or hexes at once.
Swinging). As noted in the text of the Maneuver, the
Knockback cumulative penalty (-2 for each attack after the first)
If a character performs a Move Through on a applies to all attacks. For example, if a character
target, the situation may arise in which the Knock- wants to Sweep four targets, that’s a total -6 penalty,
back roll indicates the attack would do Knockback, and that -6 applies to all four rolls. A character using
but the target can’t take Knockback (perhaps a Sweep may elect to stop his attack after any suc-
because he’s standing against a wall, or the like). In cessful attack, but cannot retroactively diminish or
that case, the character takes only half damage from cancel the OCV and DCV penalties for using the
his own Move Through — he “did” Knockback, even Maneuver.
if the target didn’t actually move. However, in the To determine the Knockback from a Sweep
interest of common sense and dramatic sense, the against a single target, determine the Knockback
GM may, if he wishes, rule that this was the equiva- separately for each attack, and use the highest of any
lent of “no Knockback” and apply full damage. of the results. For example, if a character hit twice
with a Sweep Punch, and one hit does 6” Knockback
Stunning And Movement and the other 3” Knockback, the target takes 6”
Because a character takes half or full damage Knockback.
from his own Move Through, he could Stun or
Knock himself Out by performing the Maneuver.
According to the rules, prior to performing the
maneuver the character should have declared which
of the three follow-through movement options
— move with the target, keep moving to the end
of his own movement, or stop in the hex where he
hit the target — he was using. If his Move Through
98 ■ Brick Campaigning HERO System 5th Edition, Revised

DETERMINING DAMAGE sword had a STR Min of 14, and the barbarian had
STR 18, he couldn’t add a DC from STR (he’d need
The rules on pages 405-09 of the HERO System STR 19 to do that).
5th Edition, Revised rulebook cover the subject of Although all melee weapons are always built
adding damage in detail. Here are a few additional with the Reduced Endurance (0 END; +½) Advan-
notes, clarifications, and options based on the use tage, characters do not have to account for that
of STR. Advantage when using STR to increase the the
Page 404 of the HERO System 5th Edition, damage caused by a weapon (as they normally do,
Revised rulebook describes how to calculate the per the rules on page 272 of the rulebook).
Damage Classes in an Advantaged attack. For pur- If a character uses an attack which adds
poses of that rule, Advantages which “directly affect damage from STR (such as an HA or HKA), he can
how the victim takes damage” usually include: also add damage to that attack with a Move By/
Area Of Effect, AP, AVLD, Autofire, BOECV, Con- Through to which he also adds his STR. The GM
tinuous, Cumulative, Damage Shield, Explosion, may, of course, forbid this if it becomes abusive or
Does BODY, Does Knockback, Double Knockback, unbalancing.
MegaScale (in some instances), Penetrating, Sticky,
Transdimensional, Trigger, Uncontrolled, Usable
As Attack, Variable Advantage, and Variable Special KNOCKBACK
Effects. However, the final decision is up to the GM; Due to the power of their attacks, bricks
he may exclude some of these, include ones not frequently do Knockback. The following clarifica-
listed here, or both. tions and rules options expand the information in
The standard rounding rules do not apply the HERO System 5th Edition, Revised concerning
when calculating the damage added by STR (or Knockback.
the like). STR, velocity, and similar methods of
adding damage let a character add Damage Classes, Calculating Knockback
not dice, and there’s no such thing as a “half Extra When calculating Knockback, you use the total
Damage Class.” The character must have a full amount of BODY rolled on the dice, regardless of the
increment of whatever adds a DC to add a DC. For target’s defenses or how much damage the character
example, in the case of a Fantasy barbarian wield- takes after applying them. The one exception is if the
ing a sword, he needs the full +5 points of STR over damage has to first penetrate a barrier, such as a wall
the STR Min to add a DC to a blade — thus, if the or Force Wall. In that case, base the Knockback on the
BODY damage that gets through the barrier; if none
gets through, there’s no Knockback. (If some does
get through, the amount that gets through would be
doubled for Double Knockback purposes.)
Knockback Damage And Other Effects
Knockback damage can be confusing due to the
variables involved. To summarize, the damage from
Knockback depends on two factors: distance trav-
eled and objects impacted.
1. If the inches of Knockback rolled are greater than
the DEF + BODY of the object impacted, the Knock-
back damage equals the DEF + BODY.
2. If the inches of Knockback rolled are equal to or
less than the DEF + BODY of the object impacted,
the Knockback damage equals the inches rolled.
3. If the character doesn’t hit an object (i.e., he hits
the ground when he’s Knocked Back horizontally),
he takes half the inches rolled in damage.

Knockback damage is not limited to the


amount of dice or damage rolled for the attack that
caused the Knockback. It’s entirely possible for the
Knockback from an attack to do more damage than
the attack itself does.
Distance traveled does not reduce Knockback
damage. For Knockback purposes, there’s no “decel-
eration” or the like. A character impacting an object
takes his full Knockback damage whether he hits it
after traveling 1” or 8”.
If a character is Knocked Back through or into a
hex where there’s another character, he’s assumed to
miss the other character. If the attacking character is
The Ultimate Brick ■ Chapter Two 99

trying to hit the other character with the Knockback


victim, use the rules for Directed Knockback on page OTHER COMBAT ACTIONS
153 of Champions.
Being Knocked Back does not affect the CV
AND EFFECTS
bonuses a character gains from using a particular This section, largely reprinted from Champions
maneuver. For example, a character using Martial for gamers who do not have that book, details other
Strike or Dodge retains the DCV bonus he gets from combat actions and situations that frequently arise
that maneuver even if he’s Knocked Back. Nor does when bricks fight.
being Knocked Back eliminate the DCV penalty CHARACTERS AS WEAPONS
from maneuvers like Sweep.
Knockback does not cancel out or reduce veloc- Bricks often like to pick up an opponent and
ity per se. However, since the victim of Knockback is use him as an impromptu club or missile with
“knocked off his feet,” taking Knockback stops him which to attack another foe. This has the benefit of
from continuing to move until he gets to his feet hurting both enemies.
again. (If he makes a Breakfall roll to stay on his feet, Before a character can use another character
he continues moving at his current velocity in his as a club/missile, he must Grab the club/missile. If
next Phase, unless he chooses to slow down or stop the club/missile is conscious (even Stunned), this
using the standard rules for doing so.) requires the normal Attack Roll and imposes the
normal penalties to the character’s OCV and DCV.
Knockback From Above If he’s unconscious, the character still has to make
If an attack (such as a Move Through from a Grab, but suffers only the standard -1 OCV and
above) drives a target straight down into the ground, -2 DCV penalties (he doesn’t have the usual halved
the target takes full Knockback damage. The ground DCV in general, and halved OCV against other
beneath someone who’s attacked from above func- targets, if his Grab succeeds).
tions the same, for game purposes, as a wall behind Once the character has successfully Grabbed
someone who’s attacked by another standing char- the club/missile, he may use the victim as a club
acter. against any target in HTH Combat range, or as a
A character who’s in the air and takes Knock- missile against any target within range of his throw
back damage ordinarily takes the Knockback (see the Throwing Table on page 35 of the HERO
damage, not falling damage. However, the GM may, System 5th Edition, Revised (or page 15 of this book).
in the interest of common sense and dramatic sense, In the Phase in which he Grabs the club/missile,
apply falling damage instead. This makes the most he may do this as an Action that takes no time, just
sense when the character falls a long way (particu- like Squeezing or Throwing a character or object;
larly if he’s also Stunned or Knocked Out). If the in later Phases it constitutes an Attack Action.
character’s so high up in the air that he hits nothing, However, unlike just Squeezing or Throwing the
either due to Knockback or because he’s able to right Grabbed character alone, using another character
himself and fly under his own power before hitting as a club/missile requires an Attack Roll against the
the ground, he takes no damage at all. chosen target. If that roll succeeds, both the charac-
Knockback Distance ter used as a club/weapon and the target character
If a character takes Knockback in an upward take the attacking character’s STR damage. If it fails,
direction (perhaps after being uppercutted by an the club/missile may still, in the GM’s discrection,
attacker smaller than he), the inches traveled aren’t take damage from hitting something else.
halved (as they would be for a character using Flight Using another character as a club entails a
to move straight upward). Calculate the inches trav- Weapon Size/Shape penalty of -2 OCV (if the “club”
eled using the standard rules. Unless the character is unconscious) or -4 OCV (if he’s awake). A char-
happens to hit an object mid-air, he takes no Knock- acter used as a missile is neither balanced nor aero-
back damage from flying up into the air this way, dynamic (-4 OCV). These penalties are in addition
since he doesn’t impact anything (even the ground). to any the character suffers for performing a Grab.
CRUSHING DAMAGE
Sometimes characters or objects get crushed
under heavy objects (or characters using Density
Increase). To calculate the effects of crushing,
determine the STR required to lift the heavy object.
Then use that STR to apply damage to whatever it’s
crushing (to save time, you may want to apply the
Standard Effect Rule, and have the STR do 1 BODY
and 3 STUN damage per d6). As always, the GM
may modify this rule to prevent abuse, or in the
interest of game balance, common sense, and/or
dramatic sense.
Frequency Of Crushing Damage
If a character does crushing damage (typically
because he has Density Increase and stands on top
of another character), the crushing damage applies
100 ■ Brick Campaigning HERO System 5th Edition, Revised
on each of his Phases. The character has to take an THE FASTBALL SPECIAL
Attack Action and succeed with an Attack Roll to A “fastball special” is a special form of Grab By,
maintain the crushing each Phase after the Phase Move By, or Move Through in which a character
in which he first crushes the character. If the Attack without significant movement abilities of his own
Roll fails, the victim has somehow resisted being is thrown by a high-STR character (a brick, in other
crushed that Segment, but hasn’t gotten out from words!) at a designated target. It works like a normal
underneath the character crushing him (the GM Grab By, Move By, or Move Through, except that the
may rule that a badly failed Attack Roll does mean “fastball’s” velocity depends on the high-STR charac-
the victim wins free). ter’s ability to throw him. Use the Throwing Table on
Since applying crushing damage this way is an page 35 of the HERO System 5th Edition, Revised (or
Attack Action, doing it ends the character’s Phase, page 15 of this book) to determine how fast and far a
and if the character decides to attack someone else character can be thrown. For example, if a character
he cannot make an Attack Roll to crush the victim. has an extra 25 STR with which to make a Throw,
If a character wants to be able to crush people and he makes a Standing Throw as part of a fastball
and still do other things, he should buy a Damage special, the “fastball” has a velocity of 10”.
Shield that does damage equivalent to his crushing To perform a fastball special, have the thrower
damage, with appropriate Limitations (see Crush make a normal Attack Roll against the target; the
You!, page 80, for an example). CV modifiers for the maneuver the fastball plans
If it’s an object or phenomenon doing the to use do not apply to the throw, but the normal
crushing (for example, if a landslide covers up a -4 OCV for throwing an unbalanced, non-aero-
character, or a safe falls on him and pins him), the dynamic missile do. (Picking up and throwing the
character takes the crushing damage in the Seg- fastball counts as an Attack Action that in and of
ment when he’s first crushed, and then every Turn itself doesn’t alter the CVs of the people involved;
thereafter. For ease of bookkeeping, the GM can the thrower doesn’t have to use a Grab and Throw,
just apply the damage every Segment 12; for greater thereby reducing both his and the fastball’s CVs.) If
complication, apply it every Turn in the same Phase the throw succeeds (i.e., the thrower put the “fast-
when the character was first crushed. (Alternately, ball” in a position to make a HTH Combat attack
the GM could impose crushing damage per Seg- against the target), the “fastball” then makes his
ment, like damage from chemicals, if that seems own Attack Roll; CV modifiers for the maneuver
more appropriate given the circumstances.) he uses do apply to his roll, but he doesn’t suffer a
Leaving Footprints In Concrete penalty just for being a fastball.
The crushing rules also allow you to determine Example: Ironclad (STR 60, OCV 7) is going to
how much damage heavy characters (or objects) do throw Nighthawk (STR 20, OCV 8) in a “fast-
to surfaces like the ground, a street, or the floor of a ball special” so he can perform a Grab By to
building by walking on them, if you want to (most snatch a magic amulet out of a villain’s hands.
GMs don’t bother). This includes any heavy char- Nighthawk weighs 100 kilograms, so Iron-
acter, whether his heaviness comes from Density clad has 50 STR more than he needs to lift his
Increase, Growth, a Physical Limitation, the special friend. Ironclad’s running throw allows him to
effects of a power, or the like. All you have to do is toss Nighthawk 40”. The villain is DCV 7. Iron-
apply crushing damage to the surface and interpret clad makes an Attack Roll and rolls an 7, which
the results in light of the situation. You may even allows him to hit the villain — the -3 OCV for
want to increase the character’s weight for these a Grab By doesn’t apply to his roll, but Night-
purpose to represent the fact that it’s all concen- hawk is unbalanced and non-aerodynamic (-
trated into one relatively small footprint. 4 OCV). That means Nighthawk is in position
As a quick approximation, compare the to perform his maneuver. Nighthawk has an
number of dice of crushing damage the character OCV of 8, +1 Overall Level, for 9, but suffers
can do to the DEF of the surface. For every two the -3 OCV, -4 DCV penalty for the maneuver.
dice beyond the DEF (round up), each step the He rolls an 8 and hits! He gets +8 STR for the
character takes sinks one inch (a normal inch, not maneuver, giving him 5½d6 for his attempt to
a game inch!) into the ground. At the GM’s option, wrest the amulet from the villain.
this may slow a character down considerably
— subtract 1” of Running (or other ground-based The “fastball” character gets a Full Phase in
Movement Power) for every two inches the char- which to act, since another character supplies his
acter sinks into the ground (but leave him a mini- movement. Typically he devotes the whole Phase to
mum 1” Running). making the attack. However, before being thrown,
or after traveling halfway to his target (i.e., making
Example: With his Density Increase activated, a “Half Move”), he could use a Zero-Phase Action
Blackstar weighs 400,000 kilograms, meaning to activate a power. That could be something simple
he does 24d6 crushing damage. When walk- (making his claws grow so he can use them with
ing on stone (DEF 5), he sinks ((24-5)/2=) 10 the attack), or something complicated like activat-
inches into the ground — up to his calves! Nor- ing a Movement Power or Body-Affecting Power
mally he runs at 6” per Phase, but when he’s (see below).
sinking so deep into the ground with every step, At the GM’s option, the “fastball” can use
he’s reduced to 1” per Phase. another Combat Maneuver or Martial Maneuver,
such as a Grab, Martial Disarm, Martial Strike, or
The Ultimate Brick ■ Chapter Two 101

Passing Strike, as part of the attack, but still get thrown). But GMs desiring greater “realism” (and
the typical velocity bonus to damage (or STR) as thus complexity) should consider using the follow-
if performing a Move By. This can cause game bal- ing rules.
ance problems, but may be appropriate for some Density Increase: If a character has Density
situations. Increase active at the moment he’s thrown, use it
The Fastball Special And Movement to determine his mass. If he activates the power in
The basic fastball special rules assume the the middle of the maneuver, re-calculate how far
“fastball” doesn’t have Movement Powers that the thrower could have thrown him. If he’s already
would allow him to reach the target, or that his traveled that far or further, he immediately drops to
Movement Powers aren’t powerful enough to let the ground. If he still has some inches left to travel
him get that far and still attack. But that may not at his higher mass, he travels them, but no further.
always be the case, and a proper combination of If a high-mass character falls on a target, use the
throwing velocity and Movement Powers can yield rules for dropped objects on page 436 of the HERO
some interesting results. System 5th Edition, Revised to determine how much
A “fastball” with any amount of Flight can damage he does (possibly adding a die or two to
use 1” of Flight as a Half-Phase Action to change account for the velocity from the throw, if appro-
the direction he’s traveling as a fastball by up to priate).
sixty degrees (one hex side) without losing any of On the other hand, if the character is heavier
his fastball velocity (or adding to it). At the GM’s than normal when thrown, but then deactivates his
option, if the character applies one Movement Skill Density Increase and becomes lighter in mid-flight,
Level, or makes a DEX Roll at -4, he can turn up to re-calculate how far the thrower could have thrown
120 degrees (two hex sides) without losing any fast- him. Add half the extra inches to the character’s
ball velocity. This is a good way to make a Surprise inches traveled and velocity for damage purposes.
Move or hurl the fastball around a corner. Desolidification: A character has to be solid to be
At the GM’s option, if the “fastball” has more thrown (unless the thrower has STR that can affect
inches of Flight than the number of inches he’s Desolidified objects, in which case consider the
been thrown, he can add the excess to the throwing Desolidified character to have his normal mass for
inches, thus increasing both his distance traveled purposes of calculating the throw distance). How-
and velocity-based damage. For example, if Iron- ever, the character could activate Desolidification
clad throws Sapphire 10”, and Sapphire has Flight after making a Half Move, and thus move through
15”, she can add (15-10) 5” to her distance traveled solid objects in his path. The problem with doing so
and velocity for damage purposes. This counts as a is that the rules would not normally allow him to
Half Phase Action, regardless of how many inches turn his Desolidification off in time to hit the target
of movement the fastball adds. and injure him. In this case, the GM can either
Alternately, but also at the GM’s option, if grant an exception to that rule, or allow an excep-
the “fastball” has any number of inches of Flight, tion if the character successfully makes a roll with
he can add those directly to his fastball velocity, an appropriate Power Skill or other Skill.
“stacking” both of them to achieve a much higher
Duplication: If a character Duplicates while in mid-
velocity (and thus greater distance traveled and
throw, the Duplicates have his same velocity and
damage done). Using the example above, that
trajectory, and hit the target if he would. The GM
would allow Sapphire to travel 25” and do a total
may impose restrictions, based on common sense
of +8d6 damage with a Move Through. This option
and dramatic sense, regarding how many “fastball
can be extremely unbalancing for the game, though,
Duplicates” can hit a single target (two or three is
so GMs should consider carefully before allowing
usually a good maximum).
characters to use it in the game.
If for some reason a “fastball” with Flight Growth: Growth functions just like Density
wants to slow down, he can apply half his inches of Increase regarding the way it increases (or
Flight to counteract his thrown velocity as a Half decreases) mass. At the GM’s option, a Growing
Phase Action. character can use growth momentum against the
If the “fastball” has Teleportation, he can make target (since the target is sort of “above” him as he
a Half Move with his Teleportation during the travels); this may require the character to succeed
throw to either increase the distance he’s thrown with a roll with an appropriate Power Skill or other
(but not the damage from velocity), or to alter his Skill.
direction of attack and thus possibly gain a Surprise Multiform and Shape Shift: If a character uses one
Move bonus (this tactic works best if the fastball of these powers to alter his form in a way that
has the Position Shift Adder for his Teleportation). increases his mass, apply the rules for Density
The Fastball Special And Changing Form Increase to determine what happens. If his change
The fastball special rules assume the “fastball” of shape alters his balance and/or aerodynamic
keeps the same size, form, and mass he had when qualities, apply the worse of the two modifiers
thrown. However, Body-Affecting Powers can from the Range Modifiers For Thrown Objects table
interact with a fastball special maneuver in various (HERO System 5th Edition, Revised, page 35) to the
ways. The easiest thing is for the GM to just ignore thrower’s Attack Roll. For example, if the character
this entirely, except for purposes of determining starts out neither balanced nor aerodynamic (-4 to
the character’s mass (and thus how far he can be thrower’s OCV), but changes shape to a balanced
102 ■ Brick Campaigning HERO System 5th Edition, Revised

object (-2 OCV), the thrower still suffers the -4 Example: Shrinker, at regular height and
OCV. Similarly, if the character starts out balanced mass, is thrown by someone with 30 extra STR
and aerodynamic (-0 OCV), but changes form to be (so she’s traveling 24”). After making a Half
non-aerodynamic (-2 OCV), the thrower suffers a Move, she takes a Zero-Phase Action to Shrink
-2 OCV penalty. down to the point where she weighs .2 kg. At
Beyond that, the GM should use his common that weight, the thrower has 75 extra STR for
sense and dramatic sense to determine the effects throwing purposes (for a distance of 60”). Half
of changing shape. For example, some shapes may the difference is (60-24 = 36) 18”, so Shrinker
be so broad or flat that they slow the character now travels (24+18) 42”, using that velocity to
down, subtracting inches from his velocity. calculate damage if she hits the target.
Shrinking: Fastballs often start out Shrunk, since
that allows the thrower to toss them a long way Stretching: If they succeed with a DEX Roll, char-
(and doesn’t effect the STR with which they strike!). acters with Stretching can time their use of the
If they increase their size in mid-flight, apply the power just right so they can add Stretching velocity
rules above for Density Increase to determine how damage to the damage they do from being “fast-
much they slow down. As discussed under Growth, balls.” Stretching may also allow a character who
above, they may be able to use growth momentum won’t travel quite far enough because of the throw
damage when they hit their target. to “add” a few inches onto the end of the maneuver
Shrinking in mid-throw has an effect oppo- and manage to strike his target. Unusual alterations
site that of Density Increase. When the character of form via Stretching should be dealt with as dis-
Shrinks, determine how far the initial throw would cussed under Multiform And Shape Shift, above.
have thrown him at his new mass. Add half the
extra inches to the character’s inches traveled and
velocity for damage purposes.
The Ultimate Brick ■ Chapter Two 103

BRICKS AND THE


ENVIRONMENT
B BREAKING THINGS
ricks interact with their surroundings MOVING PLANETS
more than many character types — if in OUT OF ORBIT
no other way, by breaking parts of the local Bricks are very, very good at breaking things.
environment with their titanic punches Even a garden-variety Superheroic brick can smash One of the most fantas-
and massive muscles. Here are some additional cars and buildings the way normal people tear tic feats performed by
rules and information about how bricks affect the apart cardboard boxes, and in some truly fantasti- the strongest bricks in
environment. cal genres and settings bricks can crack moons and comic books is moving
planets in two! a planet out of its orbit
— either to protect it
THE MASS OF OBJECTS from being hit by a

The two accompanying tables supplement


The Basics Of Breakage comet or other object, or
to keep it from coming
the Expanded Strength Table on page 10. The first The Breaking Things rules on pages 447-49 too close to something
lists the weight of some objects that are too large of the HERO System 5th Edition, Revised provide it’s threatening.
for inclusion on the Expanded Strength Table. The all the basics you need for determining how
other lists the mass, in kilograms, of a cubic hex much damage a brick does to the environment In HERO System terms,
of various materials, along with those materials’ around him (though there are a few supplemen- pushing an object like
BODY and DEF. tary rules in other sections of the rulebook). this requires enough
STR to lift it (see page
Here’s a summary of the general rules on the
9), which means 390
subject, with page references to the HERO
MISCELLANEOUS MASSES System 5th Edition, Revised:
STR for the Earth. But
that’s not the end of
Object Mass (kg) STR Needed To Lift* ■ objects have a DEF (representing how resistant the matter. As noted on
Asteroid† they are to damage) and a BODY (represent- page 117 concerning
Very Large 3.0 x 1019 305
ing their size, materials, physical cohesiveness, zero gravity, a character
Large 5.0 x 1014 225 can theoretically move
quality of construction, and so forth). You can
Medium 5.0 x 1012 190 any mass in zero G
Small 1.6 x 1010 150 determine an object’s DEF and BODY from the regardless of his STR.
Comet (typical) 1.0 x 1013 195 Object Table (page 448) if it’s listed there, or you (Of course, technically
Earth 6.0 x 1024 390 can determine it using the Object BODY Table a planet’s trapped in its
Jupiter 1.9 x 1027 435 and Materials Defense Table (page 449). (See sun’s gravity field, but for
Moon 7.3 x 1022 360 below for an Expanded Object Table.) game purposes we can
Mountain (typical) 3.0 x 1014 220 consider it to be in “zero
■ for most objects, when they take enough
Neutron star (max) 6.0 x 1030 490 G” anyway.) Therefore,
Sol 2.0 x 1030 485 BODY damage to reduce their BODY to 0, for the sake of drama,
they’re destroyed (objects do not take STUN you can assume that a
*: In the case of weights that don’t match the lifting
damage; only BODY damage matters). However, character can move a
breakpoints for STR exactly (or almost exactly), the
STR needed to lift an object is rounded up to the near-
special rules apply for Vehicles (and some large planet without the full
est multiple of 5. objects), machines, walls, and ropes: STR needed to lift it,
much in the same way
†: Asteroid masses are estimates of an average-size ■ When a Vehicle is reduced to 0 BODY, it no
that a normal man can
asteroid in each category; some asteroids may be lighter longer functions, but it isn’t destroyed — it can move an untethered
or heavier than listed. Some dispute exists as to the be repaired. A Vehicle reduced to negative its boat that he’s not capa-
weights of various asteroids, and scientists seem to own BODY is destroyed (“totaled”), and cannot ble of lifting because it
revise their calculations periodically. be repaired. However, at the GM’s option, char- floats in water.
acters can salvage a few parts or some scrap
metal. A Vehicle reduced to negative twice its For dramatic purposes,
BODY (for example, -20 for a Vehicle with 10 a brick has a chance
BODY) is smashed into so many little pieces it to move a planet out
lacks any salvage value. of orbit if his STR is at
least half of what he’d
Typically this same rule — broken at 0 need to lift the planet
— for example, moving
BODY, destroyed at negative starting BODY
Earth out of its orbit
— applies to other large or durable objects. requires a minimum of
For example, this rule applies when characters 195 STR. However, he
attack asteroids or planets (reducing them to 0 also needs several other
BODY cracks or breaks them, reducing them
Continued on next page
104 ■ Brick Campaigning HERO System 5th Edition, Revised
Continued from last page to their negative starting
things: first, a way to MASSES OF MATERIALS BODY obliterates them).
survive in outer space However, the GM may
Mass (Kg) Of Mass (Kg) Of STR Needed
(various types of Life choose not to apply it
Material One Cubic Foot One Cubic Hex BODY DEF To Lift
Support); a way to move Acetone 22 5,438 6 0 39
if he wants to make it
in outer space and bring Acid (generic) 28 6,921 6 0 41 easier for characters to
his STR to bear against Agate 74 18,292 19 5 48 break objects (see Living
the planet (Flight); and a Alabaster 77 19,034 18 4 49 In A Fragile World, page
way to get a grip on the Aluminum 77 19,034 20 4 49 112).
planet. The last is often Amber 40 9,888 13 4 44
the most troublesome. ■ When characters
Asbestos, solid 68 16,809 12 4 47
For an atmosphereless, Ashes 19 4,697 9 0 38
damage complex
uninhabited object, Asphalt 63 15,573 14 5 47 machinery, it may stop
such as the Moon, the Barley 17 4,202 10 0 37 functioning before it’s
character can simply fly Basalt 85 21,012 19 5 49 completely destroyed.
up to the surface and Beer 28 6,921 6 0 41 The GM should roll on
put his hands against Beeswax 27 6,674 11 0 41 the Device Malfunction
solid rock. For planets Beryl 77 19,034 25 5 49 Table on page 449.
with atmospheres, this Beryllium 51 12,607 22 6 46
may not work as well. ■ When characters
Bone 53 13,101 14 2 46
In those cases, the brick Brass 245 60,563 23 5 57 damage walls, doing all
may have to use a large Brick 57 14,090 15 5 46 of the wall’s BODY to it
object (such as an aster- Bronze 227 56,114 23 5 56 in damage usually does
oid) to touch the planet, Butter 24 5,933 11 0 40 not destroy the entire
a Force Wall shaped like Cement/Concrete 82 20,270 19 5 49 wall. Instead, it creates a
a bulldozer blade, or the Chalk, solid 71 17,551 14 3 48
like. The GM determines hex-sized (2 m wide and
Charcoal 13 3,214 14 2 36 tall) hole in the wall. For
what a character has Cinnabar 229 56,608 19 5 56
to do to move a given each +1 BODY damage
Clay 61 15,079 10 0 47
planet. Coal 40 9,888 13 2 44
done, increase the size of
Cobalt 253 62,541 25 6 57 the hole by +1 hex.
Once the character Copper 253 62,541 20 4 57 This rule also
grasps the planet, he Coral 60 14,832 16 2 46 applies when characters
can begin to move it. Cork 7 1,730 10 0 31 attack wall-like struc-
Typically he can only Corundum 113 27,933 25 6 51 tures, such as the side of
move the planet 1” per Diamond 94 23,237 25 8 50 a large vehicle (e.g., an
Phase, but the GM may Dolomite 82 20,270 10 0 49 aircraft carrier or a Star
increase this if he’s got Earth/Soil Dreadnought), a gate or
more STR than the min- Dry 35 8,652 10 0 43
imum required to move drawbridge, the roof of a
Dense 56 13,843 10 0 46
the planet (perhaps +1” Moist 40 9,888 10 0 44
building, or the like.
per +5 STR over mini- Mud 48 11,865 10 0 45 ■ The ability to cut a
mum, for example), or if Packed 43 10,629 10 0 44 length of rope depends
his Flight is particularly Wet 45 11,124 10 0 45 on the special effect of
powerful (perhaps +1” Electrum 242 59,822 20 5 57 the attack used. Virtu-
per 5” Flight over 30”). Emerald 77 19,034 25 6 49
Since this is a dramatic ally all Normal Damage
Feldspar 74 18,293 19 5 48
stunt, the GM should Flesh, human 29 7,169 10 0 41
attacks (such as punches,
adjudicate it for maxi- Flint 74 18,293 14 4 48 kicks, clubs, and staff
mum dramatic impact, Flour 17 4,202 9 0 37 weapons) cause little or
giving the brick a solid Garnet 112 27,686 25 5 51 no damage to lengths of
chance to accomplish Gasoline 21 5,191 6 0 39 rope, especially if there’s
what he wants to accom- Glass 74 18,293 12 1 48 any slack available.
plish but not making it Gold 548 135,464 20 4 63 Killing Attacks, par-
easy on him. Granite 76 18,787 19 5 48 ticularly ones involving
Graphite (carbon) 66 16,315 16 3 47 edged weapons, can cut
Gravel
through a rope; small or
Dry 47 11,618 15 4 45
Wet 56 13,843 15 4 46
dull ones may require
Gypsum 65 16,068 19 5 47 the character to do some
Hematite 146 36,091 19 5 53 sawing, while extremely
Ice sharp edged weapons
Crushed 17 4,202 12 1 37 might cut through in
Solid 26 6,427 15 2 41 a single swing. Many
Iron spells, superpowers, and
Cast 202 49,934 23 6 55 similar abilities can burn
Pure 223 55,125 25 6 56 through rope easily.
Wrought 219 54,136 25 6 56
When dealing with
Ivory 52 12,854 14 2 46
Jadeite (Jade) 94 23,237 19 5 50
edged weapons, figure
a standard thickness of
The Ultimate Brick ■ Chapter Two 105

rope (such as normally used for climbing) has 1-2


DEF. Thin ropes only have 1 DEF, while thick ropes MASSES OF MATERIALS (CONT.)
(such as the hawsers used on ships) 3+ DEF. The
Mass (Kg) Of Mass (Kg) Of STR Needed
BODY given is for a standard thickness of rope,
Material One Cubic Foot One Cubic Hex BODY DEF To Lift
thin ropes have but 1 BODY, while thick hawsers Jasper 72 17,798 19 5 48
have 3-5 BODY. Jet 38 9,393 25 5 43
Lead 323 79,845 25 4 59
Using these rules, it’s easy to determine the Leather 27 6,674 12 1 41
effect a brick has on his environment — just com- Limestone 74 18,293 19 5 48
Magnesium 49 12,113 10 2 45
pare the damage the brick’s STR does to the DEF
Magnetite 144 35,596 19 5 53
+ BODY of the object or substance he’s trying to Malachite 109 26,944 19 5 51
break. For example, suppose a brick wants to smash Manure 11 2,719 12 0 34
a boulder (5 DEF, 13 BODY). If he rolls 18 BODY Marble 76 18,787 19 5 48
damage or more, he’s succeeded. If he rolls less than Mercury 384 94,924 25 3 60
that (but more than 5), he’s damaged it (creating Milk 29 7,169 6 0 41
cracks and craters in it, perhaps), but hasn’t yet Nickel 253 62,541 25 5 57
destroyed it. If he rolls 5 BODY damage or less, the Obsidian 66 16,315 16 4 47
boulder’s DEF saves it from taking any damage. Oil (petroleum) 25 6,180 8 0 40
If a brick tries to damage a large object (like a Olive Oil 24 5,933 6 0 40
Opal 62 15,326 23 5 47
boulder that’s several cubic hexes large) or a large
Paper 28 6,921 8 0 41
amount of some material, use the breaking rules Pearl 76 18,787 18 3 48
to determine how much of the target he destroys. Plaster 24 5,933 14 2 40
When the character does damage equal to the tar- Plastic
get’s DEF+BODY, he destroys one cubic hex’s worth Soft/Light 2-3 494-741 14 1 22-25
of that material. For each amount of the object’s Average 4-5 989-1,236 15 2 27-29
BODY beyond that, he destroys another cubic hex’s Hard/Dense 6-8 1,483-1,978 16 4 30-32
worth (but see the “Fragile World” optional rules, Platinum 609 150,544 25 5 64
page 112). For example, stone has 5 DEF, 19 BODY Plutonium 562 138,925 25 5 63
per hex. If a brick’s trying to smash his way through Porcelain 68 16,809 12 3 47
Porphyry 72 17,798 19 5 48
a large amount of rock, he needs to do 24 BODY
Propane 16 3,955 6 0 37
damage to get through the stone’s DEF and then Pumice 18 4,449 13 4 38
do a hex’s worth of damage. If he only did, say, 10 Pyrite (fool’s gold) 127 31,394 19 5 52
BODY beyond DEF, he’d only destroy half a hex’s Quartz 74 18,293 19 5 48
worth of stone. If he did 38 BODY beyond DEF, Rice 21 5,191 11 0 39
he’d destroy two cubic hexes of stone. If a brick Rubber 43 10,629 16 1 44
destroys more than one cubic hex worth of some Ruby 113 27,933 25 6 51
material, he can decide the rough “shape” of the Salt, fine 34 8,405 9 0 42
“hole” he creates (for example, it could be a straight Sand
tunnel-like hole, or a crater so many inches deep Dry 46 11,371 10 1 45
Wet 54 13,349 10 1 46
and wide, and so forth).
Sandstone 64 15,821 17 5 47
ATTACHED OBJECTS Sapphire 113 27,933 25 6 51
Sawdust 8 1,976 10 2 32
In many situations, a brick wants to detach an Serpentine 73 18,045 19 5 48
object that’s attached to the ground, a wall, or some Sewage/Sludge 20 4,944 9 0 39
other stable platform — typically so he can use Silver 298 73,665 23 4 58
the object as a club or missile. For example, a brick Slag
might tear a fire hydrant out of the ground so he Broken 49 12,113 23 5 45
can spray water at a fire-using foe, or might rip up Crushed 33 8,157 21 4 42
a mailbox so he can throw it at someone. Using a Solid 59 14,585 25 5 46
Grab to gain a hold on the object isn’t difficult, but Snow
ripping it free may be. Packed 14 3,461 8 0 36
Powdery 4 989 6 0 27
Detaching an attached object isn’t the same
Soap 23 5,685 12 0 40
thing as destroying the object itself — it’s usually a Soapstone 77 19,034 16 4 49
matter of destroying or loosening whatever’s used Steel 223 55,125 25 7 56
to attach the object (bolts, glue, nails, or the like). Stone (generic) 71 17,551 19 5 48
The GM can approach this problem in two ways. Sugar 24 5,933 9 0 40
First, he can assign a BODY and DEF to whatever’s Sulfur 58 14,337 13 2 46
doing the attaching, and require the brick to break Talc 76 18,787 11 1 48
that object. Alternately, the GM may have to deter- Tar 33 8,157 10 0 42
mine the BODY and DEF of the platform the Tin 207 51,170 20 4 56
object’s attached to — sometimes it’s easier to break Titanium 128 31,641 25 7 52
Topaz 100 24,720 22 4 50
a wall than to break the bolts attaching something
Tungsten 548 135,464 25 5 63
to that wall. Second, he can assign the attaching Turpentine 24 5,933 8 0 40
object(s) a “Strength” that represents their sturdi- Turquoise 79 19,529 19 4 49
ness, how well-anchored they are, how sturdy the
106 ■ Brick Campaigning HERO System 5th Edition, Revised
platform is, and so forth (sort of as if the attach-
MASSES OF MATERIALS (CONT.) ment were a form of Clinging). The brick then
resolves the matter with a standard STR damage
Mass (Kg) Of Mass (Kg) Of STR Needed
versus STR damage contest; if the BODY damage
Material One Cubic Foot One Cubic Hex BODY DEF To Lift
Uranium 536 132,498 25 5 62
the brick rolls for his STR equals or exceeds the
Vanadium 154 38,068 25 5 54 BODY damage the attachment rolls, he’s succeeded
Water in tearing the object free.
Fresh 28 6,921 6 0 41 Regardless of which rule the GM uses, a
Salt 29 7,169 6 0 41 character should be allowed to attempt to free the
Wood attached object as part of his overall Grab maneu-
Soft/Light 4-9 989-2,225 10 3 27-33 ver to gain hold of it — instead of Squeezing or
Average 9-27 2,225-6,674 12 3 33-41 Throwing, he “Tears Free.” Typically tearing an
Hard/Heavy 27-36 6,674-8,899 14 3 41-43 object free ends the brick’s Phase; he has to wait
Wool 37 9,146 7 0 43
until his next Phase to use the torn-up object as
Zinc 203 50,181 21 4 56
a club or missile. However, if he’s only used his
Casual STR to Tear Free, he still has Actions left for
that Phase... and in the interest of dramatic sense,
Cubic Hexes: For purposes of this table, a “cubic hex” is calculated as a two meter-tall
the GM can always allow him to make an attack
column the shape and size of a standard 1” HERO System hex. This gives it a volume of
7 cubic meters. Handy conversion factors:
with the object in the same Phase when he rips it
free even if he used his full STR to do so.
To Convert... To This... Multiply By This
Cubic feet Cubic hexes 0.0040 TEARING OFF PIECES
Cubic hexes Cubic feet 247.198 Sometimes a brick wants to tear a piece or
Cubic hexes Cubic meters 7
chunk of something out of a larger object. Usually
Cubic hexes Gallons 1849.4
Cubic meters Cubic hexes 0.143
this means ripping off a hunk of building to use as
Gallons Cubic hexes 0.000541 a missile, tearing up a huge chunk of earth and rock
Kilograms Pounds 2.2 to create a depression in the ground, or the like. The
Mass (kg) of cubic foot Mass (kg) of cubic hex 247.198 simplest way to do this is for the GM to determine
Pounds Kilograms 0.4536 the approximate size of the piece in cubic hexes,
DEF: The listed DEF of materials assumes a solid mass of that material. Objects made calculate the BODY of that much material, and
of these materials may have less DEF, due to the lesser (or less densely compacted) then require the character to do that much BODY
amounts of the material in them, the nature of their construction, and so forth. damage beyond the DEF of the larger object the
STR Needed: This is the STR needed to lift one cubic hex of the material.
brick tears the piece from. However, that may make
it difficult for bricks to tear off truly large chunks of
any but the softest materials. To remedy this situa-
tion, the GM can use the “Fragile World” rules on
page 112 and declare that every +1 BODY beyond
the BODY needed to tear off one cubic hex of the
material tears off another entire cubic hex.
BEYOND BREAKING
In situations where the brick’s not literally
trying to “break” anything, you can adapt the rules
for breaking things to determine the outcome of
his action. For example, suppose a brick uses a
piece of sheet metal as a large, impromptu shovel
to dig people out from under an avalanche. Dirt
has 0 DEF, 10 BODY per hex, and the brick rolls 13
BODY “damage.” From that, you can estimate that
he’s just scooped up 1.3 hexes of the dirt. (If you
prefer, you can use the Masses Of Material table on
page 104 to determine the weight of a cubic hex of
dirt, and from that determine how much the brick
can “shovel.” The GM should choose which method
applies, generally favoring the brick if all other fac-
tors are equal.)
The Ultimate Brick ■ Chapter Two 107

BODY OF...
EXPANDED OBJECT TABLE
Item BODY DEF Mass* Item BODY DEF Mass*
As an easy-to-use
ARMOR Reinforced Leather Armors
guideline for calculating
Chainmails Studded Soft Leather 3 1 7.0
how much a 1” human
Chainmail 18 6 20 Ring Armor (Soft Leather) 9 3 14.0
being made of a given
Double Mail/Bar Mail 21 7 28 Bezainted Soft Leather 9 3 14.0
material weighs, divide
Reinforced Chainmail 21 7 28 Jazeraint Soft Leather 9 3 14.0
the mass of a cubic hex
Cloth And Hide Armors Studded Heavy Leather 6 2 10.0
of that material by 73.
Heavy Cloth 3 1 3.5 Ring Armor (Heavy Leather) 12 4 20.0
Thus, a person made of
Padded Cloth 6 2 5.0 Bezainted Heavy Leather 12 4 20.0
solid stone (17,551 kg
Woven Cord 6 2 5.0 Jazeraint Heavy Leather 12 4 20.0
per cubic meter) would
Heavy Animal Hides 9 3 7.0 Studded Cuir-Bouilli 9 3 14.0
weigh 240 kilograms.
Leather Armors Ring Armor (Cuir-Bouilli) 15 5 28.0
From that you can vary
Soft Leather 3 1 3.5 Bezainted Cuir-Bouilli 15 5 28.0
the weight up or down
Heavy Leather 6 2 5.0 Jazeraint Cuir-Bouilli 15 5 28.0
depending on character
Cuir-Bouilli (Boiled Leather) 9 3 7.0 Scale Mails
conception, calculate
Plate Armors Brigandine 12 4 20.0
the Heavy Physical
Plate And Chain 21 7 28.0 Lamellar (Splint Armor) 15 5 28.0
Limitation the charac-
Plate Armor 21 7 28.0 Banded Mail 18 6 40.0
ter should have, and so
Field Plate Armor 21 7 28.0
forth.
Full Plate Armor 24 8 40.0 CLOTHING
Reinforced Leather Armors Baldric 1 2 0.4
Studded Soft Leather 3 1 3.5 Belt 1 2 0.2
Ring Armor (Soft Leather) 9 3 7.0 Boots
Bezainted Soft Leather 9 3 7.0 Hard, High 2 2 0.8
Jazeraint Soft Leather 9 3 7.0 Hard, Normal 2 2 0.5
Studded Heavy Leather 6 2 5.0 Soft, High 1 1 0.3
Ring Armor (Heavy Leather) 12 4 10.0 Soft, Normal 1 1 0.1
Bezainted Heavy Leather 12 4 10.0 Cape
Jazeraint Heavy Leather 12 4 10.0 Heavy 1 1 1.0
Studded Cuir-Bouilli 9 3 7.0 Light 1 1 0.5
Ring Armor (Cuir-Bouilli) 15 5 14.0 Dress/Gown
Bezainted Cuir-Bouilli 15 5 14.0 Heavy 1 1 1.0
Jazeraint Cuir-Bouilli 15 5 14.0 Light 1 1 0.5
Scale Mails Gloves 1 1 0.2
Brigandine 12 4 10.0 Hat
Lamellar (Splint Armor) 15 5 14.0 Heavy 1 1 0.1
Banded Mail 18 6 20.0 Light 1 1 0.05
Loincloth 1 1 0.01
BARDING Pants
Chainmails Heavy 1 1 0.2
Chainmail 18 6 40 Light 1 1 0.1
Double Mail/Bar Mail 21 7 56 Pouch, Belt
Reinforced Chainmail 21 7 56 Large 1 2 0.3
Cloth And Hide Armors Small 1 2 0.2
Heavy Cloth 3 1 7.0 Robe
Padded Cloth 6 2 10.0 Heavy 1 1 1.2
Woven Cord 6 2 10.0 Light 1 1 0.6
Heavy Animal Hides 9 3 14.0 Shirt
Leather Armors Heavy 1 1 1.0
Soft Leather 3 1 7.0 Light 1 1 0.5
Heavy Leather 6 2 10.0 Shoes 1 1 0.3
Cuir-Bouilli (Boiled Leather) 9 3 14.0 Slippers/Moccasins 1 1 0.02
Plate Armors Spacesuit 3 2 30
Plate And Chain 21 7 56.0 Tabard 1 1 0.02
Plate Armor 21 7 56.0 Tunic
Field Plate Armor 21 7 56.0 Heavy 1 1 1.0
Full Plate Armor 24 8 80.0 Light 1 1 0.5
Vestments, priestly 2 1 2.0
108 ■ Brick Campaigning HERO System 5th Edition, Revised

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
DOORS Throne
Assumes an average-sized door a little more than Wooden 4 3 25
1” tall and about ½” wide. Stone 5 4 100
Airlock door 7 8 200
Iron/Steel GATES
Light 5 5 50 Drawbridge (over a moat)
Average 6 5 60 Heavy Wood 7 5 Varies
Strong 7 6 75 Heavy Wood, Metal-Banded 8 6 Varies
Stone Thick/Heavy Metal 9 9 Varies
Light 4 4 40 Gate, Metal
Average 5 5 50 Thin/Light Metal 9 7 Varies
Strong 7 5 60 Average Metal 10 8 Varies
Wooden Thick/Heavy Metal 11 8 Varies
Light 3 2 10 Gate, Wooden
Average 4 3 20 Thin/Light Wood 5 3 Varies
Strong 5 4 30 Average Wood 6 4 Varies
Wooden, Metal-Banded Thick/Heavy Wood 7 4 Varies
Light 4 3 15 Gate, Wooden with Metal Banding
Average 5 4 25 Thin/Light Wood 6 4 Varies
Strong 6 5 40 Average Wood 7 4 Varies
Vault, bank, walk-in 16 16 87,500 Thick/Heavy Wood 8 5 Varies
Gate Reinforcement
FOOD AND DRINK Wooden +3 +2 Varies
Meat Metal +4 +3 Varies
1 shoulder 1 0 0.4 Portcullis, Wooden
1 side of beef 4 0 130 Thin/Light Wood 4 3 Varies
Pipe, smoking 1 0 0.01 Average Wood 5 4 Varies
Rations (1 day) 1 0 0.2 Thick/Heavy Wood 6 5 Varies
Tobacco (1 pouch) 1 0 0.02 Portcullis, Metal
Thin/Light Metal 6 7 Varies
FURNISHINGS, INTERIOR Average Metal 7 8 Varies
Bar Stool 3 3 5.0 Thick/Heavy Metal 8 8 Varies
Bench, Wooden
Small 2 3 10 LIVESTOCK AND ANIMALS
Medium 3 3 15 See The HERO System Bestiary for information
Large 4 3 20 about animals, and BODY and defenses for many
Candelabra 2 4 3.0 other creatures.
Chandelier Bit, bridle, and tack 1 2 0.5
Wooden 6 3 15 Bull 22 2 600
Metal 5 5 15 Cat, Domestic 5 0 4.2
Display Case (per 1” of size) 4 2 30 Chicken 3 0 3.0
Furniture (per 1” of size) Cow 16 2 450
Light Wood 3 3 Varies Dog
Heavy Wood 5 4 Varies Guard 9 0 25
Plastic 3 2 Varies Hunting 9 0 25
Steel-Reinforced 5 5 Varies Pet 5 0 12
Glass (one pane) War 12 0 30
Regular 1 1 2.0 Donkey or mule 13 1 350
Reinforced 1 2 2.3 Elephant 30 2 4,500
Hearth/fireplace 10 5 500 Feed, Horse (per day) 5 0 5.0
Mantel 3 3 50 Horse
Pillar/Column, Draft Horse 18 1 800
Stone (1” wide, 3” tall) 57 5 52,812 Pony 13 1 350
Post, Wooden (1” long) 4 3 12 Riding Horse 15 1 600
Railing, Stairway (per 1”) Warhorse, Heavy 18 1 800
Light 3 3 10 Warhorse, Light 16 1 600
Heavy 6 3 25 Warhorse, Medium 17 1 700
Sconce 2 4 1.0 Pig 12 2 100
Table, Wooden Pigeon, Carrier 2 0 0.3
Small (1” sq.) 4 4 30 Saddle
Medium (2” sq.) 5 4 80 Military 6 2 15.0
Large (3”+ sq.) 6 4 200+ Pack 3 2 7.0
Tapestry Riding 4 2 12.0
Small (1” sq.) 6 1 25 Saddlebags 3 2 3.0
Medium (2” sq.) 9 1 50
Large (3”+ sq.) 12 1 100
The Ultimate Brick ■ Chapter Two 109

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
MISCELLANEOUS OBJECTS Glassware, laboratory
Acid (one glass flask) 1 1 0.3 (per piece) 1 1 0.1
Altar 6 5 75 Goblet
Anvil 10 7 115 Crystal 1 1 0.1
Backpack 3 2 1.8 Glass 1 1 0.1
Barrel (wooden) 5 3 10 Gold 2 3 0.3
Basket (wicker) 1 1 .01 Silver 2 3 0.2
Bell Grappling hook 3 3 1.8
Large 6 5 30.0 Herbs and plants
Small 2 5 1.0 Belladonna (1 bunch) 1 0 0.01
Tiny 1 3 0.03 Garlic (1 clove) 1 0 0.01
Block and tackle 3 3 2.0 Holly (1 bunch) 1 0 0.01
Board (1” long) Mistletoe (1 bunch) 1 0 0.01
2x4 4 3 4.0 Wolfsbane (1 bunch) 1 0 0.01
4x4 6 3 8.0 Holy Symbol
Book, blank Iron 1 4 0.1
Large 2 1 4.0 Silver 1 4 0.1
Small 1 1 1.5 Wooden 1 3 0.03
Bottle Holy Water (1 glass flask) 1 1 0.3
Clay 1 1 1.0 Hourglass 1 1 0.5
Glass 1 1 1.0 Iron Maiden 8 4 200
Steel 3 5 2.0 Ladder (2” long)
Brazier 3 3 1.0 Metal 5 5 15.0
Brick (single) 2 5 2.0 Wooden 4 3 5.0
Bucket 2 3 0.8 Lamp post (breakaway) 3 5 200
Camping/Outdoor Gear Lantern
Bedroll 1 1 1.0 Bullseye 2 3 1.0
Blanket 1 1 0.5 Hooded 2 3 0.9
Camp bed 3 3 13.0 Locks
Hammock 1 1 1.4 Poor quality 1 2 0.2
Tent, canvas 1 1 8.0 Average quality 1 2 0.3
Pavilion 3 1 40.0 Above Average quality 1 2 0.3
Candle 1 0 0.01 High quality 2 2 0.3
Case Very high quality 2 2 0.4
Metal 3 5 1.0 Superb quality 2 3 0.5
Wooden 3 3 0.6 Padlock
Chain (1 meter) 4 5 2.0 Regular 2 5 .4
Chalk (1 piece) 1 1 0.01 Heavy 5 5 1.3
Chamber pot 2 2 1.0 Magnifying glass 1 1 0.04
Chest Mailbox
Large, Metal 5 5 10.0 Freestanding urban 4 5 18
Large, Wooden 5 3 4.0 Residential 2 4 1.3
Small, Metal 4 5 5.0 Manacles
Small, Wooden 4 3 3.5 Poor quality 3 5 0.8
Cinderblock (single) 3 5 5.0 Average quality 3 5 1.0
Climbing gear (other than Above Average quality 3 5 1.3
rope, grappling hook) 2 3 0.2 High quality 3 5 1.5
Clock 3 3 4.0 Very high quality 3 5 1.8
Compass 1 1 0.02 Superb quality 3 5 2.0
Computer, personal 2 2 19 Mirror, Small
Cooking Gear Silver 1 3 0.07
Kettle, iron 4 5 12.0 Silvered glass 1 1 0.05
Pan, iron 2 5 2.0 Steel 1 5 0.1
Pot, iron 3 5 4.3 Mug/tankard
Control console (per hex) 4 4 100 Clay 1 1 0.03
Crate, wooden (1” square) 7 4 20 Pewter 2 3 0.1
Disguise kit (10 disguises’ worth)1 0 0.1 Musical Instruments
Drum, 55-gallon, steel 6 4 23-32 Drum, Large 3 3 3.0
Firewood (1 day’s worth) 2 3 8.0 Drum, Small 2 3 1.0
Fishing Gear Fiddle 2 2 1.0
Hook and line 1 1 0.01 Harp, Large 4 3 12.0
Net (4” square) 2 2 2.5 Harp, Small/Lapharp 3 3 5.0
Flask Lute 3 3 3.5
Clay 1 1 0.8 Lyre 3 3 3.0
Glass 1 1 0.8 Mandolin 3 3 3.5
Steel 3 5 1.6 Pipes, Metal 2 4 0.3
Flint and steel 1 1 0.01 Pipes, Wooden/Recorder 2 3 0.1
110 ■ Brick Campaigning HERO System 5th Edition, Revised

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
MISCELLANEOUS OBJECTS Bridge
Musical Instruments Small 21 9 1.6 ktons
String (any stringed instrument) 1 0 — Large 27 9 100 ktons
Zither 3 3 3.5 Bushes 2 2 4.0
Needle, iron/steel 1 1 — Cobblestone, single 4 4 0.2
Oil (1 liter, in clay bottle) 2 1 0.5 Dirt (per hex) 10 0 8,743
Pedestal/Dais Flagpole (breakaway) 2 4 30
Small 6 5 200 Garden tool (rake, hoe,
Medium 10 5 300 or the like) 1 2 3.0
Large 15 5 400 I Beam (per 2m length) 8 9 100
Pick (mining) 5 4 4.5 Manhole cover 5 9 67
Pole Railroad tracks (1” long) 5 4 50
Metal (1” long) 4 5 4.0 Roadway (1” broad, .25” thick) 11 5 3,925
Wooden (2” long) 4 3 1.8 Stone (per hex) 19 5 17,604
Rack (torture instrument) 11 4 Stone Garden Ornament 4 5 100
Rope Telephone booth 6 2 30
Hair (8”) 3 2 5.0 Telephone pole
Hemp (8”) 2 2 5.0 (average, wooden) 5 3 1,867
Silk (8”) 3 2 2.5 Trash can
Sack, leather 2 2 0.3 Plastic 4 2 2.5
Scale, small 2 4 2.0 Metal 4 4 4.0
Shovel/spade 3 4 3.0 Trees
Signet ring 1 3 — Small tree (less than 1”) 5 4 10-30
Skull, human 1 2 2.0 Medium tree (less than 5”) 8 5 31-999
Soap (per cake) 1 0 0.01 Large tree (5” or more) 11 5 1,000+
Spike, iron 2 5 0.5 Vendor’s cart 8-12 3 120
Spyglass 1 1 0.5
Statue (human-sized) SHIELDS
Clay 6 2 100 Buckler
Wooden 7 3 150 Wooden 2 3 1.0
Stone 8 4 200 Metal 2 5 2.0
Metal 9 5 300 Spiked Buckler
Surgical tools Wooden 3 3 2.0
Instruments 2 2 0.5 Metal 3 5 3.0
Supplies (10 patients’ worth) 1 0 0.1 Small
Thieves’ Tools 1 1 0.1 Wooden 3 3 2.0
Tools Metal 3 5 3.0
Chisel 2 5 0.5 Medium
Crowbar 3 5 2.3 Wooden 4 3 4.0
Hammer 2 3 0.9 Metal 4 5 5.0
Nails (10) 1 2 0.2 Large
Saw 2 3 0.6 Wooden 6 3 6.0
Torch 2 3 0.3 Metal 6 5 7.0
Vial Tower
Clay 1 1 0.8 Wooden 7 3 8.0
Glass 1 1 0.8 Metal 7 5 10.0
Steel 3 5 1.6
Waterskin 1 1 0.04 SIEGE ENGINES
Whetstone 1 2 0.08 Ballista, Bolt (1) 4 3 3.0
Whistle, tin 1 1 0.01 Ballista, Stone (1) 5 9 4.0
Wire (2” long coil) 2 4 2.0 Ballista, Heavy (Bolt) 7 5 90
Writing Supplies Ballista, Light (Bolt) 4 4 60
Ink (1 ounce, in glass vial) 1 1 0.4 Ballista, Light (Stone) 4 4 60
Paper (1 sheet) 1 0 — Battering Ram 8 5 45
Parchment (sheet) 1 0 — Catapult 9 5 2 tons
Pen, writing 1 1 0.01 Dropped Rock 5 9 20
Quill 1 0 — Mangonel, Onager 7 5 1 ton
Sealing wax (.5 kg) 1 1 0.5 Siege Tower 12 4 6.4 tons
Vellum (1 sheet) 1 0 — Spring Engine 7 5 1.5 tons
Trebuchet, Heavy 12 5 12.5 tons
OUTDOOR OBJECTS Trebuchet, Light 9 5 6.4 tons
Awning (1” long) 1 3 10
Boulder (single)
Small (.25 cubic hex) 7 5 4,401
Medium (.5 cubic hex) 13 5 8,802
Large (1 cubic hex) 20 5 17,604
The Ultimate Brick ■ Chapter Two 111

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
VEHICLES AND TRANSPORTATION Average 5 3 Varies
See The Ultimate Vehicle and The HERO System Large/Thick 8 4 Varies
Vehicle Sourcebook for information about vehicles,
including BODY, DEF, and mass WALLS, INTERIOR
Airplane For materials listed under “Walls, Exterior,” use
Jetfighter 18 7 12,500 the Thin/Small version
Jetliner 24 5 66,000 Armored
Civilian two-seater 16 4 750 Small/Thin 6 13 Varies
Automobile Average 7 13 Varies
Compact 13 3 800 Large/Thick 8 13 Varies
Four-door 14 3 1,600 Cubicle Wall
Luxury 16 3 2,400 Small/Thin 2 1 Varies
Bulldozer 25 5 100,000 Average 3 1 Varies
Cart 8 4 100 Large/Thick 4 1 Varies
Chariot 12 3 80 Plaster/Sheetrock
Helicopter Small/Thin 3 2 Varies
Civilian 18 4 1,600 Average 4 2 Varies
Military 20 10 3,800 Large/Thick 5 2 Varies
Ship Starship
Aircraft carrier (loaded) 40 12 100 ktons Small/Thin 5 8 Varies
Container ship 31 5 200,000 Average 6 8 Varies
Destroyer 30 11 10 ktons Large/Thick 7 8 Varies
Sailing (e.g., brig, carrack) 22 4 400,000
Speedboat 19 3 1,600 WEAPONS
Submarine, nuclear 27 9 19 ktons Axe
Yacht, luxury 20 4 15,000 Axe, Battle 6 4 1.6
Yacht, sailing 18 4 6,400 Axe, Francisca 5 4 1.2
Sled/sledge 13 3 160 Axe, Great 8 4 2.1
Tank, main battle 25 19 50,000 Axe, Hand (Hatchet) 3 4 0.6
Train (locomotive) 20 5 67,000 Axe, Small 4 4 0.9
Wagon 13 4 150 Blowgun
Blowgun 2 2 0.1
WALLS, EXTERIOR Blowgun Darts (10) 1 1 .03
Brick Bows
Thin/Small 8 5 Varies Arrows, Normal (10) 1 1 0.4
Average 9 5 Varies Arrows, Blunt (10) 1 1 0.4
Large/Thick 10 6 Varies Arrows, AP (10) 1 1 0.4
Cement/Concrete Bow, Heavy 2 3 1.1
Thin/Small 10 5 Varies Bow, Light 2 3 1.0
Average 11 5 Varies Bow, Medium 2 3 1.0
Large/Thick 12 6 Varies Bow, Very Heavy 2 3 1.2
Fences Bow, Very Light 2 3 0.9
Chain-Link 2 5 Varies Longbow, Heavy 3 3 1.3
Wood Plank 3 3 Varies Longbow, Light 3 3 1.1
Split-Rail 4 3 Varies Longbow, Medium 3 3 1.2
Logs Longbow, Very Heavy 3 3 1.4
Small/Thin 6 4 Varies Clubs
Average 7 4 Varies Baton/Shillelagh 4 3 1.2
Large/Thick 10 5 Varies Club 5 3 1.5
Metal Club, Great 7 3 2.0
Thin/Small 15 9 Varies Club, War 6 3 1.8
Average 17 9 Varies Stick 3 3 0.9
Large/Thick 19 10 Varies Crossbows
Peat Brick Arbalest 6 4 8.0
Small/Thin 3 2 Varies Bolts, Normal (10) 1 1 0.4
Average 4 2 Varies Bolts, Blunt (10) 1 1 0.4
Large/Thick 6 2 Varies Bolts, AP (10) 1 1 0.4
Stone, Rubble Fill Crossbow, Heavy 5 4 6.4
Thin/Small 12 6 Varies Crossbow, Light 4 4 1.6
Average 13 6 Varies Firearms, Early
Large/Thick 15 7 Varies Bullets (10) 1 4 0.6
Stone, Solid Gunpowder (1 pint) 1 1 0.1
Thin/Small 10 5 Varies Handcannon, Small 3 5 2.0
Average 11 6 Varies Handcannon, Large 5 5 2.6
Large/Thick 12 7 Varies Matchlock Rifle 5 3 1.6
Wood Planks Matchlock Pistol 4 3 1.0
Small/Thin 4 3 Varies Wheellock Rifle 5 3 1.5
Wheellock Pistol 4 3 1.0
112 ■ Brick Campaigning HERO System 5th Edition, Revised

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
Firearms, Early Pole Axe 5 4 2.2
Wheellock Pistol 4 3 1.0 Ranseur 5 3 2.0
Firearms, Modern Spear, Long 6 3 2.2
Machine gun 8-10 4 12.5-22.0 Spear, Medium 5 3 2.0
Pistol 3-4 4 1.0 Spear, Short 4 3 1.7
Rifle, normal 5-7 4 4.0 Trident 5 4 1.5
Rifle, assault 6-9 4 6.4 Voulge 5 3 2.1
Submachine gun 4-5 4 3.2 Quarterstaff 4 3 1.0
Flails Slings
Flail 4 4 2.0 Bullets (10) 1 4 0.6
Flail, Battle 5 4 2.2 Sling 2 2 0.3
Flail, Bladed 4 4 2.0 Sling, Small 1 2 0.1
Flail, Large 5 4 2.3 Staff Sling (Fustibal) 3 2 0.4
Flail, Military 4 4 2.0 Swords And Knives
Flail, War 4 4 2.6 Cinquedea, Long 5 5 1.3
Flail, War, Large 4 4 3.0 Cinquedea, Short 5 5 1.2
Morningstar 4 4 1.5 Dagger/Dirk 3 5 0.8
Hammers Falchion 4 5 1.5
Hammer 5 4 1.3 Knife 2 5 0.4
Hammer, Small 4 4 1.0 Main Gauche 3 5 0.8
Hammer, War 5 4 2.0 Rapier 5 5 1.0
Lances Scimitar/Tulwar 5 5 1.1
Lance, Light 6 3 4.0 Stiletto 3 5 0.7
Lance, Medium 7 3 6.0 Sword, Bastard 6 5 1.7
Lance, Heavy 9 3 8.0 Sword, Broad/Long 5 5 1.2
Maces Sword, Great 7 5 3.5
Mace 5 5 1.5 Sword, Short 5 5 1.1
Mace, Great 6 5 2.0 Sword, Small 3 5 0.9
Mace, Small 4 5 1.3 Thrown Weapons
Maul 5 5 2.5 Shuriken/Darts (10) 1 5 0.4
Picks Throwing Club (1) 3 3 0.4
Pick 4 5 1.3 Throwing Knife (1) 2 5 0.5
Pick, Great 6 5 1.5 Whip 2 2 0.3
Pick, Military 5 5 1.4 *: Masses are in kilograms, and are estimates. An object’s
Pick, Small 4 5 1.0 mass may vary based on the materials used, the size of
Poison (1 dose, in glass vial) 1 1 0.2 the object, and other factors. For example, in some Star
Pole Arms Hero games, the weight of an object may be significantly
Awl Pike 5 3 2.0 lower due to the lightweight, high-tech materials used in
Glaive 6 3 2.1 such settings.
Guisarme 6 3 2.1
Halberd 6 4 2.3 See Fantasy Hero for more information about armor,
Javelin 4 3 0.8 barding, weapons, and like items, The HERO System Besti-
Military Fork 5 3 1.8 ary for more information about animals, and The Ulti-
Partisan 5 3 2.0 mate Vehicle and The HERO System Vehicle Sourcebook
Pike 6 3 2.2 for more information about vehicles.

Living In A Fragile World Reducing BODY And DEF


First, they can simply lower the BODY and
The HERO System rules for damaging and DEF of some or all objects. Usually this means
breaking objects take many factors into account, subtracting a few points from each attribute (say, -1
but may not be appropriate for bricks in all genres. DEF and -3 BODY for all objects, with a minimum
In some campaign settings, primarily those for of 0 DEF and 1 BODY), but GMs who are sticklers
Superheroic games, GMs not only want to expand for “accuracy” may prefer to reduce BODY and
the list of what qualifies as a “breakable” object (see DEF by a percentage instead of a flat number (such
below), but want to encourage a certain amount as -50% DEF and -33% BODY). In either case,
of destructiveness on the part of characters for reducing DEF makes it more likely that characters
dramatic purposes. In short, they want to make it can inflict at least some BODY damage when they
easier for characters — particularly bricks — to attack objects; reducing BODY makes it easier for
break things. That leads to games in which charac- characters to break objects quickly.
ters routinely knock down skyscrapers, gouge huge
Wall Rules For Everything
furrows in the ground with their bare hands, and
A second approach is to use the standard
smash tall trees into toothpicks.
rule for walls and large objects — each +1 BODY
Gamemasters who want to make the world
beyond the BODY needed to destroy one hex’s
more “fragile” have several options, and can choose
worth of the object or substance destroys another
one or more of them.
entire hex’s worth.
The Ultimate Brick ■ Chapter Two 113

For example, using the standard rules, a brick


trying to smash his way through solid stone (DEF
5, BODY 19 per cubic hex) destroys one cubic hex’s
worth when he does 19 BODY damage past DEF 5.
To destroy another cubic hex’s worth, he has to do
another 19 BODY past defenses. With this optional
rule, each +1 BODY past defenses beyond 19
destroys another cubic hex’s worth of stone. Thus, if
the brick did 28 BODY with his punch, he’d destroy
five cubic hexes of stone — one hex for doing 19
BODY past DEF 5, and another four for each +1
BODY beyond that.
Vulnerability
Third, a GM who wants to give bricks an edge
when it comes to destroying objects can make some
or all objects Vulnerable (or Susceptible) to STR
damage (and possibly related damage, such as the
Knockback caused by STR). The GM can set the
Vulnerability level wherever he wants — 1½ times
BODY, 2 times BODY, 3 times BODY, or more. The
higher the Vulnerability level, the easier it is for
bricks to smash things to bits. This leaves the physi-
cal world largely as it should be for everything else
(energy bolts, vehicle impacts, blades, and so forth),
but turns bricks into one-man wrecking crews.
BREAKING BUILDINGS
In many campaigns featuring brick charac-
ters, particularly Superheroic games, the list of
“breakable objects” is somewhat more generous
than that of any other campaign type. Breakable
objects can include fallout shelters, aircraft carriers,
mountaintops, skyscrapers, and civic centers. A few
additional rules are needed to allow bricks to enjoy At the GM’s option, you can also use these
breaking everything within sight. For example: rules for other large, roughly “hollow” objects, such
Projectiles Into Buildings as aircraft carriers or gigantic starships. You can
When characters send projectiles into build- also, in appropriate circumstances, use them for
ings (such as Knocked Back enemies), worry only voluntarily moving through buildings and similar
about the DEF and BODY of the exterior walls. objects. That makes it easier for a character to fly
Consider everything within a building — furniture, right through an enemy starcruiser or a supervil-
personnel, interior walls and partitions, you name lain’s base in one spectacular maneuver.
it — that’s within the path of a hurled/Knocked Breaking Buildings
Back projectile or superhuman to not be there. The Sometimes characters do so much damage to a
projectile punches through or brushes aside any building that they make it fall down!
such obstacles without diminishment of its speed. A building’s integrity is endangered when
When calculating the effects of Knockback damage it sustains damage equal to a multiplier times
on a person, worry only about the effects of those the BODY of its exterior walls. The accompany-
exterior walls. The result is city mayhem wherein ing table indicates the multiplier, which depends
characters smash through buildings with startling on the size and sturdiness of the building. For
speed. If an object has enough momentum to pen- example, suppose a large building (x10 multiplier)
etrate one exterior wall but not the other, it has has reinforced concrete exterior walls (8 DEF, 5
come to rest somewhere within the building — not BODY). When it sustains 50 BODY in damage, its
necessarily against the far wall. The GM can decide integrity is compromised. This means it’s in danger
for dramatic effect where the object stops. of collapsing. At 10x BODY in damage, it has a 15-
When people within those buildings might be Activation Roll (made at the end of every day) to
hit by projectiles, use the attacker’s original Attack remain upright. For every additional 10x BODY it
Roll and calculate whether it hits the potential sustains, the building’s Activation Roll is lowered by
target, assuming the attacker is OCV 0 and the one line on the Activation Roll chart, and the time
target has half DCV (unless the target saw the interval is lowered by one line on the Time Chart
incoming object coming, in which case he gets full (see the accompanying table).
DCV). If the attack hits, then the projectile strikes
the target, with the usual effects for a thrown attack.
114 ■ Brick Campaigning HERO System 5th Edition, Revised
may want to change how often the Activation Roll
BREAKING BUILDINGS TABLE is made.
Multiplier Example COLLATERAL SIZE DAMAGE
x3 to x5 A small or flimsy building (a small Page 100 has rules for how heavy characters
home)
may damage surfaces they walk on. But extremely
x6 to x9 An average building (a typical detached
residential home, a small office building)
large characters — bricks using Growth, giant
x10 (or more) A large or especially sturdy building monsters rampaging through Tokyo, and so on
(most superhumans’ bases, skyscrapers, — are even more likely than heavy characters to
large office complexes) wreak havoc in their local environment. In a world
Building Activation Roll designed for normal-sized humans, every step a
Has Taken Roll Every super-tall character takes and every casual swing of
1x Multiplier BODY 15- Day his arms has the potential for disaster — “realisti-
2x Multiplier BODY 14- 6 Hours cally” speaking.
3x Multiplier BODY 13- 1 Hour If the GM wants to take this into account,
4x Multiplier BODY 11- 20 Minutes here’s a simple rule for doing so. Each Phase, a
5x Multiplier BODY 10- 5 Minutes super-tall character has to make a DEX Roll as an
6x Multiplier BODY 9- Minute Action that takes no time. (If the character doesn’t
7x Multiplier BODY 8- Turn move his body at all during a Phase, then the GM
can waive the roll.) A penalty of -1 per 15 points’
For Area Of Effect attacks, Explosions, vehicle worth of Growth (or fraction thereof) applies; for
collisions, and other attacks that impact large characters not using Growth, calculate the corre-
amounts of a building at once, the GM may, in his sponding penalty based on their height. If the char-
discretion, apply a multiplier to the BODY done, acter makes the roll, he doesn’t cause any collateral
solely for purposes of determining building col- damage (other than crushing the surface he steps
lapse. For example, suppose a Giant Dinosaur (STR on, perhaps). If he fails the roll, he does his Casual
75) has an Area Of Effect attack (Tail Sweep) it can STR damage to some feature of the environment.
make with his STR. It does 18 BODY to a building. Typically this means a building, tree, or the like, but
Given the nature of the attack, which would cause the GM has the final say based on the situation.
a lot more structural damage than even a powerful
Energy Blast, the GM chooses to double the BODY,
but only for purposes of determining whether (and
Realistic Uses Of Strength
when) the building falls down. Related to the “Fragile World” concept is the
If a building collapses, everyone in it takes idea of devising more “realistic” rules for how STR
a number of dice of Normal Damage equal to affects the physical world. (See the Introduction for
the BODY rating of the exterior walls, +1d6 for a general discussion of “realism” and STR.)
each floor above the ground the person is on. For
example, a person on the eighth floor of a building REALISTIC THROWING
with 5 BODY walls takes 13d6 Normal Damage if Speaking “realistically,” the Throwing Table
the building collapses. At the GM’s option, a char- (page 15) short-changes high-STR characters. The
acter may be able to make an appropriate Skill Roll two accompanying Realistic Throwing Tables pres-
(such as Breakfall or Contortionist) to reduce this ent a more “realistic” picture of high-STR throwing,
damage somewhat — or, even better, leap out the based on the force a character of a given STR can
window before the building falls down. exert. The first table shows how heavy an object a
If a collapsing building falls on a character, that character with a given STR 40-100 can throw 1,000
character suffers damage based on the weight of the feet (152”), 1 Mile (804.5”), 10 Miles (8,045”), and
building. Determine how much STR it would take into the orbit of Earth (escape velocity). The second
to lift the building (or the discrete chunk of it that table shows how far a character of a given STR can
hits the character), and then use that STR to apply throw a given weight. Formulae are provided for
Normal Damage to the character. (Crushing damage, calculating other STRs and weights.
discussed on page 99, may also apply if the collapsed Obviously, these “realistic” throwing rules
building remains on top of the character for long.) potentially create enormous game balance prob-
Of course, there are plenty of other dangers lems. They have a lot of fun, dramatic uses, such as
involved in a building collapse. Characters might a brick throwing a nuclear bomb far enough away
get electrocuted by damaged wiring, find them- from inhabited areas that it doesn’t hurt anyone.
selves trapped in a fire, or impaled on a sharp But if a brick can easily throw his foes into orbit (or
object of some sort. See the Living In A Dangerous even just a few miles), he can end a combat or crisis
World rules on pages 444-46 of the HERO System situation in a few short seconds. To compensate
5th Edition, Revised for more information. for this, GMs who want to use these rules should
At the GM’s option, you can also use these consider creating a Long-Range Throw Combat
rules for breaking other large, roughly hollow Maneuver. This maneuver allows bricks to access
objects, such as a supervillain’s secret mountaintop the realistic throwing rules, but it entails the same
aerie. Simply assign the object an appropriate DEF penalty as a Haymaker: a Long-Range Throw
score (if it doesn’t already have one). Based on the requires an Extra Segment to execute, and puts the
shape, structure, and nature of the object, the GM brick at -5 DCV.
The Ultimate Brick ■ Chapter Two 115

Whether the GM adopts the Long-Range


Throw rule (or some similar rule), when bricks use REALISTIC THROWING TABLE I
the “realistic” throwing rules, standard rules for
1,000 feet 1 Mile 10 Miles
throwing, including penalties for range, balance,
STR Lift (152”) (804.5”) (8,045”) Orbital
and aerodynamicity, apply. 40 6.4 tons 1.2 tons 502 kg 159 kg —
REALISTIC LEAPING 45 12.5 tons 2.3 tons 980 kg 310 kg —
50 25 tons 4.5 tons 2 tons 620 kg 22 kg
Since a character who leaps is “throwing him- 55 50 tons 9 tons 3.9 tons 1.2 tons 45 kg
self ” forward (more or less), you can use the “realis- 60 100 tons 18 tons 7.8 tons 2.5 tons 89 kg
tic” throwing rules to determine how far high-STR 65 200 tons 36 tons 16 tons 5 tons 179 kg
characters can really leap. Find the character’s 70 400 tons 73 tons 31 tons 10 tons 357 kg
weight on the Realistic Throwing Tables, and from 75 800 tons 145 tons 63 tons 20 tons 714 kg
that find out how far the character can leap. The 80 1.6 ktons 290 tons 125 tons 40 tons 1.4 tons
character spends one Phase in mid-leap for every 85 3.2 ktons 581 tons 251 tons 79 tons 2.9 tons
150” (1,000 feet) (or other distance chosen by the 90 6.4 ktons 1.2 ktons 502 tons 159 tons 5.7 tons
95 12.5 ktons 2.3 ktons 980 tons 310 tons 11 tons
GM) of leap, and other rules for Leaping apply.
100 25 ktons 4.5 ktons 2 ktons 620 tons 22 tons
REALISTIC LIFTING To find the the mass a character can throw for each of these distances for other STR rat-
“Realistically,” a lot of the large objects bricks ings, divide the maximum amount the character can lift by the following numbers:
tend to lift wouldn’t remain in one piece during the 5.5 for 1,000 feet
process — they’d snap in two, or break into pieces, 12.75 for 1 Mile
because they can’t support their own weight when
picked up off the ground. If the GM wants to simu- 40.3 for 10 Miles
late this in game terms, here are some simple rules 1,120 for Orbital (escape velocity)
for doing so. These calculations assume a one second application of force and a 45 degree angle
First, the GM should determine the weight of throw, and do not take air friction into account.
the object using the tables in this chapter. Since he
has to do this anyway to figure out if the brick can
lift it in the first place, that shouldn’t prove too dif-
ficult a task. Once he knows the weight, he should REALISTIC THROWING TABLE II
consult the Expanded Strength Chart to determine STR Lift 100 Kg 1 Ton 5 Tons 10 Tons 50 Tons 100 Tons
the minimum STR needed to lift it. 40 6.4 tons 20,480” 205” 8” — — —
Second, he has to determine the object’s DEF 45 12.5 tons 78,125” 781” 31” 8” — —
and BODY. The Breaking Buildings rules on page 50 25 tons 312,500” 3,125” 125” 31” — —
113 may provide some useful guidelines, or he 55 50 tons 1.25 mil” 12,500” 500” 125” — —
60 100 tons 5 mil” 50,000” 2,000” 500” 20” —
can simply guesstimate based on the materials the
65 200 tons 20 mil” 200,000” 8,000” 2,000” 80” 20”
object’s built with, its size, and other factors. 70 400 tons 80 mil” 800,000” 32,000” 8,000” 320” 80”
Third, for each Segment the brick holds the 75 800 tons 320 mil” 3.2 mil” 128,000” 32,000” 1,280” 320”
object off the ground (beginning in the Phase 80 1.6 ktons 1.3 bil” 12.8 mil” 512,000” 128,000” 5,120” 1,280”
when he picks it up), the GM should apply the STR 85 3.2 ktons 5.12 bil” 51.2 mil” 2.05 mil” 512,000” 20,480” 5,120”
damage from the STR needed to lift it to the object. 90 6.4 ktons 20 bil” 2.05 bil” 8.2 mil” 2.05 mil” 81,920” 20,480”
If the object takes any BODY damage beyond 95 12.5 ktons 78 bil” 780 mil” 31 mil” 7.8 mil” 312,500” 78,125”
its DEF, it starts to crack and break. The GM can 100 25 ktons 310 bil” 3.1 bil” 125 mil” 31 mil” 1.25 mil” 312,500”
determine just how badly it breaks, and whether To find the the distance a character can throw each of these weights for other STR rat-
any pieces fall off, by comparing how much BODY ings, divide the maximum amount the character can lift by the following numbers:
damage it takes to its overall BODY. Then he can 1. Take the maximum mass the character can left.
apply common sense and dramatic sense to figure
2. Divide by the mass the character wants to throw.
out how the building breaks, and what happens.
For instance, if a building with 100 BODY takes 10 3. Square the result of Step 2.
BODY, then it’s 10% damaged. Depending on the 4. Multiply by 5 to find the maximum throwing distance in hexes (or multiply by 10 for
situation, that may mean that the outermost 10% of meters).
its length falls off, that it’s suffered 10% damage but Basically, each +5 STR quadruples the maximum throwing distance for a given mass,
remains in one shape, or that the outermost 90% falls and each doubling of mass quarters the throwing distance.
off, leaving the brick holding a 10%-sized chunk.
These calculations assume a one second application of force and a 45 degree angle
Characters with the Hoist Skill, or certain throw, and do not take air friction into account.
forms of the Analyze Skill, may be able to keep a
large object from breaking when they lift it. See
pages 29 and 30.
BRICKS HURTING THEMSELVES
“Realistically,” a brick with high STR doesn’t
necessarily have a body that can withstand the
use of that STR. When he really exerts himself, he
might cause himself injury. See pages 27-28 for
optional rules for this.
116 ■ Brick Campaigning HERO System 5th Edition, Revised
SOLAR SYSTEM
GRAVITIES GRAVITY FALLING
High gravity makes things fall harder and
In real world terms, the environmental phe- faster; low gravity makes them fall slower and land
Here are the gravities of nomenon that has the most effect on strength is gently. In an environment with different G, multiply
major objects in Earth’s gravity. This section provides some general infor- falling velocity and damage by the local gravity. In
solar system, where mation on how high, low, and zero gravity impacts a normal atmosphere, falling objects move at 5” per
Earth’s gravity = 1 G. a character’s use of STR. For more information on Segment, and rapidly reach terminal velocity — 30”
gravity and its game effects in general, as well as under standard gravity. Multiply these values by
Object Gravity information about related phenomena like atmo- local gravity to determine falling speed and termi-
Asteroids Negligible spheric density, see pages 203 and 278-81 of Star nal velocity on other worlds. Local air density may
Earth 1.00 Hero. reduce this; for atmospheres exerting a pressure of
Moon 0.16 1.1 atmospheres or greater, divide terminal veloc-
GENERAL RULES
Jupiter 2.60* ity by the local atmospheres. If there is no air at all,
The G force from gravity/acceleration is rated objects continue to accelerate indefinitely, adding
Europa 0.13 as 5 STR for 1 G, +5 STR for each +1 G thereafter. (5” x local gravity) to their velocity each Segment.
Ganymede 0.14 That rule provides a quick and easy way to evalu- This means very long falls on a low-gravity but air-
Mars 0.38 ate the force of gravity/acceleration in most cir- less body like the Moon can be more dangerous
Deimos Negligible cumstances, and thus to set a guideline by which than comparable falls on Earth.
to determine how much extra STR a character
Phobos Negligible FIGHTING
from a high-gravity environment would have,
Mercury 0.37 the effects of increasing the artificial gravity on a Gravity affects both HTH and Ranged
Neptune 1.20* space station, and so forth. If appropriate, a char- Combat.
Triton 0.76 acter should have to make STR Versus STR Rolls
simply to move against the force of gravity. If he Hand-To-Hand Combat
Pluto 0.06 Hand-To-Hand Combat in high or low gravity
Charon 0.015 loses the contest, he can’t move (or, at the GM’s
option, can only move 1” per Phase). That way, is more difficult for fighters who aren’t used to the
Saturn 1.20*
security forces can trap characters in “high gravity environment.
Titan 0.14 fields” and so forth. In low gravity, there is an OCV/DCV penalty
Uranus 0.80* of -1 in a gravity field of 0.5 to 0.9, -2 in a field
ENCUMBRANCE between 0.1 and 0.5, and -3 in less than 0.1 G.
Miranda 0.008
In heavy gravity, a character is not only encum- Heavy gravity imposes a straight -1 penalty to
Venus 0.88 CV, but that is in addition to the increased encum-
bered by the things he carries, but by his own body.
To determine encumbrance in high G, multiply the brance penalty (see above).
*: Indicates gravity as of A character can negate the CV penalty for
the cloud-tops; all others weight of equipment by the local gravity, then add
an amount equal to the character’s body weight high or low gravity by taking the appropriate
are surface gravity.
times (local G -1). So a 100-kilogram man with Environmental Movement. However, this does not
STR 10, carrying 10 kilograms of gear in a 1.5 G eliminate the encumbrance penalty.
environment, would calculate his encumbrance Ranged Combat
as follows: 10 kg of gear times 1.5 G equals 15 kg Gravity affects the maximum range of projec-
of encumbrance from equipment. Increased body tile weapons (this would include objects thrown
weight equals 100 kg times (1.5 - 1 = 0.5), or 50 kg. tremendous distances by bricks using the “Realistic
His total encumbrance is 65 kilograms, which means Throwing” rules). Simply divide range by local
he takes a penalty of -3 to his DCV and DEX rolls, gravity to get the new maximum range. Thus, a
a -2” movement penalty, and burns 2 END per Turn weapon with a maximum range of 150” in 1 G has
just moving around. (See page 379 of the HERO a maximum range of only 100” in 1.5 G (150”/1.5),
System 5th Edition, Revised.) Characters can counter- but a maximum range of 200” in .75 G (200”/.75).
act the penalty for high gravity by buying extra STR, The Range Modifier to accuracy does not change;
possibly with the Only To Counteract High Gravity it has more to do with perception than with the
Encumbrance Penalties (-1) Limitation — 5 STR per actual distance the projectile can travel.
+1 G suffices to reduce the character’s Encumbrance Characters using ballistic weapons in a new and
penalty to what he’d experience in 1 G. unfamiliar gravity should suffer at least a -1 OCV
In light gravity, the reverse is true: the char- penalty, as shots tend to fall short. One hour’s worth
acter can not only multiply the weight of what he’s of practice (or one actual combat lasting at least 1
carrying by the local gravity, thus making it lighter, Turn) in the new conditions can remove this penalty.
he can also subtract the difference between his own
normal weight and his current weight in low grav- MOVING
ity. A 100-kilogram man in an 0.75-G environment High and low gravity affects a character’s abil-
could not only carry 13 kg of stuff without encum- ity to leap. (It affects other forms of movement
brance, he could add to that the 25 kg of body as well, but that’s beyond the scope of this book;
weight he doesn’t have to carry. So in low G he can see Star Hero.) As a general rule, don’t forget that
move easily with a load of 38 kilograms. moving opposite gravity (i.e., straight up, when on
a planet) halves a character’s gravity-based move-
ment rate; moving in a direction consistent with
gravity doubles it. (See pages 364-65 of the HERO
System 5th Edition, Revised.)
The Ultimate Brick ■ Chapter Two 117

Gravity affects a character’s vertical Leaping


and horizontal Leaping distance. Divide the charac-
Zero Gravity GRAVITY AND
LEAPING
ter’s inches of Leaping by the local gravity level. The complete absence of gravity imposes its
own set of difficulties on characters (some of which Here’s a quick reference
Example: The New Patagonian Pampas-Leaper
are noted above in reference to lighter-than-normal table for the effects of
can normally jump 10” in a 1 G environment.
gravity). Since there is no force holding them down, gravity on Leaping. The
In the Martian Interstellar Zoo, where the grav- table rounds off the
there is also little or no friction on surfaces. It
ity is 0.4, the Pampas-Leaper can jump 25”, but results for a more even
becomes very hard indeed to exert any force unless
on the planet Adamant (local gravity 2 G) it curve of effect.
the character is properly braced.
can only cover 5”.
The standard Skill Roll and OCV penalty for
all activity in zero gravity (a.k.a. free fall) is -3; the Divide inches of Leap-
LIFTING ing by local gravity
standard DCV penalty is ½ DCV. Characters can
The Lift amount listed on the (Expanded) overcome this penalty in two ways. First, they can
Strength Table assumes a standard 1 G environ- Gravity 5” Leaping
buy the PS: Zero-G Operations Skill. This method is
ment. In high gravity, multiply an object’s mass by Equals...
the most “realistic,” and is best suited for characters
the local gravity to determine its apparent weight. used to normal gravity but trained for zero-G work. .25 20”
Thus, a 100 kg barrel on a 1.6 G planet weighs Second, they can buy the Zero-G Training form of .50 10”
as much as 160 kilograms do on Earth, and so Environmental Movement (HERO System 5th Edi- .75 7”
requires STR 14 to get off the ground. tion, Revised, pages 89-90). This costs 4 Character 1.0 5”
In low gravity, lifting gets easier. Multiply weight Points and automatically cancels all Skill Roll and 1.5 3”
by local gravity as above to determine its local CV penalties caused by zero-G. This method is
weight. This means characters can pick up extremely 2.0 2½”
most appropriate for characters born to a zero-G
heavy items in low gravity — a STR 0 person can environment, or who spend virtually all of their 2.5 2”
pick up 250 kilograms in a 0.1 G field! Below 0.1 G, time in one. 3.0 1½”
use the guidelines for Zero Gravity, below.
FIGHTING
THROWING
The effects of zero-G on Hand-To-Hand
Throwing distance in different gravities is Combat fall into four categories: OCV Penalties,
simply a matter of multiplying the mass of the DCV Penalties, Damage Penalties, and Action/
thrown item by the local gravity and consulting the Reaction (Knockback). These penalties all apply
Strength Table to determine the thrower’s available when the character is in free fall in zero-G. If he’s
extra STR based on the increased weight. Then braced against a surface (for instance, if he wears
consult the Throwing Table, as usual. magnetic shoes and stands on a steel surface), they
do not apply.
118 ■ Brick Campaigning HERO System 5th Edition, Revised
ZERO-G OCV Penalties Stopping something in zero gravity is as hard
STRENGTH TABLE A character suffers a -3 OCV penalty for as starting it. A person trying to halt a moving
all attacks requiring him to have his feet on the object in free fall compares the Extra STR (from the
Extra STR Velocity ground (such as kicks in Martial Arts packages) Throwing Table, as if making a Standing Throw) to
-25 c” performed in zero-G. In some situations the GM the object’s velocity on the table below. Subtract the
may rule that characters cannot use these maneu- inches a character could throw the object from its
-23 1/6”
vers at all. He also suffers a -3 OCV penalty for velocity. If the character slows the object to 0” or
-20 ¼” other HTH attacks, reflecting the general difficulty less, it stops moving. If the character doesn’t have
-18 a” he has moving and contorting his body in zero-G. the STR to slow the object to 0” of movement, he
-15 ½” takes damage from a Move Through attack at what-
DCV Penalties
-13 ¾” ever the remaining velocity is (the object has STR 0
Characters are at ½ DCV when in zero-G.
for Move Through purposes).
-10 1¼”
Damage Penalties
-8 1½” Example: Big John the astronaut has STR 18
All HTH Combat attacks suffer a minimum of
-5 2½” and wants to move a 100 kg fuel tank. The
a -1 DC damage penalty when performed in free
Throwing Table indicates he has an Extra STR
-3 3” fall, as they normally benefit from the character’s
of 8, which means he can impart a velocity of
0 5” secure contact with a surface or momentum aris-
15” per Segment to the tank. It goes hurtling
3 7½” ing from a leap from a surface. These penalties are
across the Space Shuttle’s cargo bay to where
usually higher (-3 DC), but the GM can adjust the
5 10” Little Willie the mission specialist tries to catch
penalty as he sees fit.
8 15” it. Willie has STR 8. According to the Throw-
10 20” Action/Reaction (Knockback) ing Table, Willie has -2 Extra Strength, which
Combat in free fall should always use the means he can slow the tank by 4” per Segment
13 30”
Knockback rules, even if the campaign normally (Willie gets to round in his favor). Subtracting
15 40” only uses Knockdown rules. 4” from 15” shows the tank retains a velocity of
18 60” Knockback becomes a very serious problem in 11”. That means poor Willie gets hit by a Move
20 80” zero-G combat. When a character takes Knockback, Through from the tank moving at its remaining
25 160” he continues to move that many inches per Seg- 11”. Crunch! Poor Willie takes 3d6 damage.
30 320” ment until he hits something. If the character has a
safety line or tether, he moves until he reaches the
35 640”
limit of the rope and stops. Without a tether, there’s PLOT SEEDS FOR BRICKS
40 1,250” a real danger of floating off helplessly into deep
45 2,500” space. Characters in that situation can make a DEX Here are a few classic plot seeds focusing on brick char-
acters for the GM to use:
50 5,000” Roll once per Phase to attempt to grab objects in
adjacent hexes and thereby keep from flying away. Bull In A China Shop: The brick accidentally does some-
55 10,000”
Victims wearing any sort of zero-G flight pack can thing horrible with his Strength — he causes tremen-
60 20,000” dous property damage, injures innocent bystanders or
bring themselves to a stop using their thrusters.
...and so on the like. How can he make up for his transgression? Is
For characters in free fall, roll 1d6 less than
it really his fault, or is some enemy manipulating the
normal to determine Knockback, as if they were situation behind the scenes in hopes of inflicting emo-
flying — which, in essence, they are. Moreover, tional trauma?
instead of applying Knockback just to the target,
Increase In Strength: Something causes the brick to
divide it between attacker and target. If an attack
become even stronger. Can he cope with his even
does 4” Knockback, then the target doesn’t sail back greater power... or will it all go to his head, turning
4” — both attacker and target sail away from one him into a threat to everyone around him, forcing his
another 2”. friends to stand against him?
Grappling Loss Of Strength: For some reason — a radiation acci-
Grabbing someone negates OCV penalties dent, a disease, Foxbat’s enervator ray — the brick loses
for strikes and the Action/Reaction effect (when a some or all of his Strength. Can he adjust and keep on
character has Grabbed someone and hit him, doing adventuring... and if so, what will it take for him to find
a way to remain competitive? Is it possible for him to
Knockback, neither of them goes anywhere).
get back his strength, and if so how?
LIFTING AND THROWING Play Ball!: The brick is approached by a promoter who
Lifting and throwing objects in zero gravity are wants to create a league of super-athletes to play some
both easier and harder. A character can theoretically sport, and he wants the brick to be one of his showcase
move any mass, and once something is moving it stars. Is the whole deal legitimate, or is the promotor up
to something? Will the brick abandon his friends for
keeps on moving until it hits something. When shov-
the bright lights and money of pro sports?
ing an object in zero-G, consult the Throwing Table
(HERO System 5th Edition, Revised, page 35) to deter- To Fight The Unfightable Foe: The brick must pit him-
mine the character’s Extra STR as if making a Stand- self against a foe who can’t be fought with physical
might alone. Typically the enemy is someone the brick
ing Throw. The accompanying Zero-G Strength Table
wouldn’t be willing to hurt — a little girl possessed by
gives the velocity per Segment imparted by a braced a demon, one of his DNPCs under the mental control
shove. (If a shove is not braced, divide the inches of of an evil sorcerer, or the like. For once, the brick has to
velocity between the character and the shoved object, think his way out of a dilemma, not punch his way out.
as with unbraced Knockback.) The object continues
to move until it hits something.
chapter three:

A PILE OF BRICKS
EXAMPLE BRICKS
120 ■ Brick Characters HERO System 5th Edition, Revised

CHARACTER SHEET CHAMPIONS


BRICKS
NOTATION

Generally, the text of


the character sheets
in this book should be
pretty straightforward
and easy to understand. GROND 6 Four-Armed Combatant: +2 SPD;
Consult the Glossary Val Char Cost Roll Notes Activation Roll 11- (-1), Costs Endurance
in the HERO System 5th 90 STR 80 27- Lift 25 ktons; 18d6 (-½), Only To Punch (-1) 2
Edition, Revised, and 18 DEX 24 13- OCV: 6/DCV: 6
the example powers in 50 CON 80 19- Skills
that book, if you have 20 +4 Hand-To-Hand
30 BODY 40 15-
any questions about
abbreviations, terms, or 5 INT -5 10- PER Roll 10-
8 EGO -4 11- ECV: 3 17 Brick Tricks 20- (DEX-Based)
notations. The Writer’s
30 PRE 20 15- PRE Attack: 6d6 15 Hoist 16-
Guidelines, available on
the Hero Games website 6 COM -2 10-
(www.herogames.com), Total Powers & Skills Cost: 178
also provide some infor- 40 PD 22 Total: 40 PD (40 rPD) Total Cost: 465
mation about character 30 ED 20 Total: 30 ED (30 rED)
sheet formatting. 4 SPD 12 Phases: 3, 6, 9, 12 200+ Disadvantages
28 REC 0 25 Distinctive Features: big, ugly mutated green
In a Multipower, a “u” 100 END 0 body (Not Concealable, Causes Extreme
next to the cost indicates 100 STUN 0 Total Characteristics Cost: 287 Reaction [abject fear])
a Fixed (or “ultra”) slot, 35 Enraged: Berserk when realizes he’s
and an “m” a Flexible (or been tricked, or thinks he’s been tricked
“multi”) slot. Movement: Running: 6”/12”
Leaping: 30”/60” (Common), go11-, recover 8-
Swimming: 12”/24” 15 Hunted: Champions 8- (As Pow, NCI,
Under the END column, Capture)
a number in brack-
Cost Powers END 15 Hunted: UNTIL 8- (As Pow, NCI, Capture)
ets indicates Charges
(however, the bracketed 22 Horns: HKA 1d6 (2d6 with STR), Armor 5 Physical Limitation: Big And Heavy (is
number next to STR is Piercing (+½) 2 always 12 feet tall and weighs approximately
an END cost). 3 Stratospheric Punch: MegaScale (1” = 1 1,000 kg; -2 DCV, +2 to PER Rolls to per-
km; +¼) for up to 90 STR; Extra Time ceive) (Infrequently; Slightly Impairing)
(Full Phase; -½), Increased Endurance 25 Psychological Limitation: Childishly Naive
Cost (x10 END; -4), Only Affects And Prone To Tantrums (Very
Knockback Distance (-½), Requires A Common, Total)
Brick Tricks Roll (-½) 8 15 Psychological Limitation: Hatred Of Fire
3 Stratospheric Throw: MegaScale (1” = 1 (Common, Strong)
km; +¼) for up to 90 STR; Extra Time 20 Reputation: dangerous and destructive out-
(Full Phase; -½), Increased Endurance of-control monster, 14- (Extreme)
Cost (x10 END; -4), Only Affects 5 Social Limitation: Public Identity (Sydney
Throwing Distance (-½), Requires A Potter) (Occasionally, Minor)
Brick Tricks Roll (-½) 8 10 Unluck 2d6
35 Super-Tough Skin: Damage Resistance 20 Vulnerability: 2 x STUN from Ego Attacks
(40 PD/30 ED) 0 (Common)
10 Super-Tough Skin: Lack Of Weakness 20 Vulnerability: 2 x STUN from Fire Attacks
(10 points) for Normal Defenses 0 (Common)
4 Super-Strong Lungs: Life Support 55 Experience Points
(Extended Breathing: 1 END per 20 Total Disadvantage Points: 465
Minutes) 0
25 Super-Leaping: Multipower, 25-point reserve Description: This character sheet represents one
1u 1) Basic Super-Leaping: Leaping +12” possible way to rework and enhance Grond using
(30” forward, 15” upward) 1 the information and suggestions in this book. For
1u 2) MegaLeaping: Leaping +8”, MegaScale Grond’s background and related information, see
(1” = 1 km, leap takes 1 Phase per km; Conquerors, Killers, And Crooks, page 154.
+¼) (25 km forward, 13 km upward) 1
10 Super-Strong Swimmer: Swimming +10”
(12” total) 0
6 Four Arms: Extra Limbs (2), Inherent (+¼) 0
The Ultimate Brick ■ Chapter Three 121

OGRE 2u 8) Shockwave: Explosion (+½) for up to 65 For Ogre’s background


Val Char Cost Roll Notes STR, Hole In The Middle (the hex the and related information,
character stands in when he uses the see Conquerors, Killers,
65 STR 55 22- Lift 200 tons; 13d6 [6]
power; +¼); Only Affects Targets On And Crooks, page 187.
20 DEX 30 13- OCV: 7/DCV: 7
33 CON 46 16- The Ground (-¼), Extra Time (Full Phase;
23 BODY 26 14- -½), Only Does Knockdown, Not
5 INT -5 10- PER Roll 10- Knockback (-0) 4
10 EGO 0 11- ECV: 3 3u 9) Tear You Limb From Limb: HKA 2d6
25 PRE 15 14- PRE Attack: 5d6 (up to 4d6 with STR) 3
8 COM -1 11- 2u 10) Thunderclap: Hearing Group Flash
8d6, Explosion (-1d6/3”; +1), Hole In The
30 PD 17 Total: 30 PD (20 rPD) Middle (the one hex the character is stand-
24 ED 17 Total: 24 ED (24 rED) ing in when he uses the power; +¼), Does
4 SPD 10 Phases: 3, 6, 9, 12 Knockback (+¼); No Range (-½), Extra
20 REC 0 Time (Full Phase; -½), Restrainable (-½) 6
66 END 0 2u 11) Super-Strength Smash-Through:
73 STUN 0 Total Characteristics Cost: 210 Tunneling 1” through 15 DEF material;
Requires A STR Roll (-½), Walls Only (-½) 5
Movement: Running: 6”/12” 13 Devolutionized Body: Hardened (+¼) for
Leaping: 23”/46” 30 PD/24 ED 0
34 Devolutionized Body: Damage Resistance
Cost Powers END (30 PD/24 ED), Hardened (+¼) 0
60 Brick Tricks: Multipower, 60-point reserve 5 Devolutionized Body: Lack Of Weakness
1u 1) Augmented Haymaker: HA +4d6; (-5) for Normal Defenses 0
Hand-To-Hand Attack (-½), Only When 10 Super-Strong Legs: Leaping +10”
Using Haymaker To Punch (-1) 2 (23” forward, 12” upward) 1
2u 2) Bearhug: Energy Blast 6d6, NND 6 Animalistic Senses: +2 PER with all Sense
(defense is Life Support [Self-Contained Groups 0
Breathing]; +1); Must Follow Grab (-½),
No Range (-½), Requires A Brick Tricks Skills
Roll (-½), Side Effects (if character fails 15 +3 Hand-To-Hand
roll, opponent takes character’s full STR 9 +3 with Brick Tricks Multipower
damage; -¼) 6
2u 3) The Big Wrap-Up: Entangle 6d6, up 3 KS: The Superhuman World 12-
to 6 DEF; OIF (appropriate materials of 5 Power: Brick Tricks 14- (DEX-Based)
opportunity; -½), No Range (-½), Extra
Time (at least a Full Phase, and often Total Powers & Skills Cost: 185
longer, depending on how long it takes to Total Cost: 395
get the materials; -½), Defense Depends
On Materials Used (-½), Side Effect 200+ Disadvantages
(may cause considerable damage to the 30 Enraged: Berserk in combat (Very
environment; -0) 6 Common), go 11-, recover 14-
3u 4) Crack The Whip: Energy Blast 8d6, 25 Enraged: Berserk when takes BODY damage
Indirect (always originates with character, (Uncommon), go 11-, recover 11-
but can strike foe from one of several 25 Hunted: ARGENT 8- (Mo Pow, NCI, Capture)
directions; +½); OIF (appropriate 25 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
materials of opportunity; -½), Only 15 Psychological Limitation: Devolutionized
Versus Properly-Positioned Targets (-¼), Memory (Common, Strong)
Limited Range (limited to length of “whip”; 15 Psychological Limitation: Hates “Bullies”
-¼), Side Effect (may cause considerable (Common, Strong)
damage to the environment; -0) 6 15 Reputation: stupid, destructive super-strong-
2u 5) Distance Punch: Double Knockback man, 11- (Extreme)
(+¾) for up to 65 STR; Requires A Brick 15 Social Limitation: Public Identity (James
Tricks Roll (-½), Increased Endurance “Jack” Stevens) (Frequently, Major)
Cost (x2 END; -½) 10 30 Vulnerability: 2 x Effect from Mental Powers
3u 6) Flick Of Unconsciousness: Energy (Very Common)
Blast 6d6, NND (defense is Lack Of Total Disadvantage Points: 395
Weakness on defenses covering the head, Description: This character sheet represents one pos-
or any innate rPD protecting the head; sible way to rework Ogre using the information and
+1); No Range (-½), Requires A Brick suggestions in this book. Since the original Ogre had 78
Tricks Roll (-½), Side Effects (if character points unspent, this shows how he might spend them
fails roll, opponent takes character’s full after he’s learned how to apply his super-strength to do
STR damage; -¼) 6 more than just punch. The GM allowed him to fold his
3u 7) Poke: Armor Piercing (+½) for up Super-Strength Smash-Through power into his Brick
to 65 STR 3 Tricks Multipower to save some points.
122 ■ Brick Characters HERO System 5th Edition, Revised
VISIGOTH DER WESTGOTE (THE VISIGOTH) and resources, significant Contacts of his
PLOT SEEDS Val Char Cost Roll Notes own, good relationship)
60 STR 50 21- Lift 100 tons; 12d6 [6] 30 Contacts: 30 more points’ worth of Contacts
Eurostar decides to 24 DEX 42 14- OCV: 8/DCV: 8 in the European and American underworlds
extend der Westgote an 30 CON 40 15- 5 Money: Well Off
offer to join its ranks, 15 BODY 10 12-
but he has to pass a test 20 INT 10 13- PER Roll 13- Skills
first. Fiacho devises 20 +4 HTH
18 EGO 16 13- ECV: 6
a series of destruc-
tive crimes perfect for 25 PRE 15 14- PRE Attack: 5d6
14 COM 2 12- 1 Computer Programming 8-
Eberhardt’s powers and
4 Gambling (Card Games, Dice Games) 13-
personality. Now the
PCs have to stop his 25 PD 13 Total: 25 PD (20 rPD) 3 AK: Europe 13-
rampage... and, if possi- 25 ED 19 Total: 25 ED (20 rED) 2 CK: Berlin 11-
ble, find out what started 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 1 KS: Art History 8-
it and teach Eurostar 30 REC 24 1 KS: The Espionage World 8-
not to use the cities of 60 END 0 2 KS: European Politics 11-
Europe as their terroris- 60 STUN 0 Total Characteristics Cost: 267 1 KS: History 8-
tic playground. 2 Language: English (fluent conversation;
Movement: Running: 13”/26” German is Native)
An American criminal 1 Language: French (basic conversation)
Leaping: 20”/40”
organization (a VIPER 1 Language: Russian (basic conversation)
Nest, perhaps) hires der 7 Power: Brick Tricks 16- (DEX-Based)
Westgote to come to the Cost Powers END
Martial Arts: Brick Tricks 3 Stealth 14-
United States and kill
the PCs. Maneuver OCV DCV Notes 3 Streetwise 14-
4 Bearhug I +0 +0 16d6 Crush, 3 Tactics 13-
The heroes encounter Must Follow 2 WF: Small Arms
der Westgote guard- Grab
ing what appears to be 4 Big Push +0 +0 75 STR to Shove Total Powers & Skills Cost: 234
a simple, and not very 4 Break Free +0 +0 75 STR vs. Total Cost: 501
profitable, smuggling Grabs
organization. What’s 5 Fist-Grab +1 +1 Grab One Limb, 200+ Disadvantages
really going on? 10 Distinctive Features: Mutant (Not Conceal-
Block
3 Grab +0 -1 Grab Two able; Always Noticed; Detectable Only By
Limbs, 70 STR Unusual Senses)
for holding on 25 Hunted: UNTIL 11- (Mo Pow, NCI, Cap-
4 Punch +2 +0 14d6 Strike ture)
4 Slam -1 -1 14d6 Strike; 5 Hunted: Eurostar 8- (Mo Pow, Watching)
Grab Two 20 Psychological Limitation: Utterly Amoral
Limbs; Target (Common, Total)
Falls 15 Psychological Limitation: Overconfidence
3 Tackle +0 -1 12d6 +v/5 (Very Common, Moderate)
Strike; You Fall, 10 Reputation: dangerous, vicious supervillain,
Target Falls; 8- (Extreme)
FMove 15 Social Limitation: Secret Identity (Rudolf
4 Toughness +2 +2 Block, Abort Eberhardt) (Frequently, Major)
30 Rending And Tearing: HKA 3d6 (6d6 201 Experience Points
with STR); Increased Endurance Cost Total Disadvantage Points: 501
(x2 END; -½) 8 Background/History: Born and raised in Germany,
20 Super-Tough Skin: Damage Resistance Rudolf Eberhardt can barely remember a time
(20 PD/20 ED) 0 when he wasn’t stronger and tougher than normal.
4 Super-Physiology: Life Support (Extended Even as a child he could easily bully his playmates,
Breathing: 1 END per 20 Minutes) 0 and by the time he turned 13 he was obviously
10 Super-Physiology: Life Support superhumanly strong. His parents kept trying to
(Immunity: all terrestrial poisons and convince him to hide his abilities and only use
chemical warfare agents) 0 them responsibly to help people, but he thought
14 Super-Strong Legs: Running +7” (13” total) 1 they were idiots. Why shouldn’t he use his strength
8 Super-Strong Legs: Leaping +8” to get anything he wanted? When he robbed a bank
(20” forward, 10” upward) 1 at 15 and they started to call the police on him, he
14 Rapid Healing: Healing 2d6 (Regeneration; killed them both and left home, never looking back.
2 BODY/Turn), Reduced Endurance (0 He spent the next ten years in the European
END; +½), Persistent (+½); Self Only (-½), underworld, making a reputation for himself as a
Extra Time (1 Turn; -1¼) 0 super-strong, super-ruthless criminal who’d take
any sort of job if the money was right or the thrills
Perks were there. Along the way he murdered over two
7 Contact: Fiacho 11- (extremely useful Skills dozen people, including several women. He was
The Ultimate Brick ■ Chapter Three 123

captured by UNTIL twice, but found a way to ordinary knock-down-drag-out punching brick;
escape both times. In his late 20s he journeyed to showcase his ability to fight intelligently.
America for the first time and committed some To make the Visigoth tougher, increase his
crimes there as well, but he’s shown a marked pref- defenses a bit, and perhaps give him a small Mul-
erence for staying in Europe since then. tipower of “brick trick” powers. If he’s too tough,
In 2002, der Westgote made some political reduce his STR to 50, his SPD to 5, his REC to 20,
comments in an interview with an underground and his related abilities proportionately.
journalist. Fiacho, leader of Eurostar, read the Der Westgote definitely holds grudges; it
interview and approved of what the self-styled wouldn’t take much for him to start Hunting a hero.
“Visigoth” had to say. He tracked the feared brick But if he does, he’ll do so casually (rarely on more
down and had a discussion with him. Since then than an 8-); he prefers to take advantage of oppor-
the two have maintained a cordial, if wary, relation- tunities that come his way (or that he can easily set
ship, mostly based around meeting in obscure tav- up) rather than deliberately stalking someone for a
erns late at night to discuss politics and drink. Fia- long period of time.
cho’s introduced him to the rest of Eurostar as well, Appearance: The Visigoth is a handsome German
and except for Durak they all seem to get along man in his late 20s. He’s extremely muscular, but
with him. It seems likely that if Eurostar ever chose not nearly as much so as a typical Champions
to expand its ranks, der Westgote would receive an Universe brick — he looks more like a body-
offer of membership. builder than a superhumanly strong person. He
Personality/Motivation: The Visigoth is utterly wears his wavy blonde hair at shoulder length,
amoral, a true sociopath who cares about no one and his eyes have a gleam of malicious clever-
and nothing except himself and his own personal ness to them. He doesn’t have a costume like
gratification. He doesn’t feel the slightest shred of most supervillains do; typically he wears black
guilt about committing robbery, murder, and acts of boots and pants, a tan or brown shirt (often with
terrorism — as long as he enjoys himself and gets the topmost three or four buttons undone), and
what he wants, that’s all that matters. He’s interested sometimes black fingerless gloves.
in politics, art, and history, but only in a superficial
way compared to the likes of Fiacho and Mentalla;
he mainly pays attention to intellectual subjects so
he can “look smart” in the company of others.
Quote: “All right, it’s your funeral.”
Powers/Tactics: The Visigoth is an immensely
strong brick, though he’s not quite as resilient as
many superhumans with similar levels of STR.
(On the other hand, he heals very quickly, and it’s
extraordinarily difficult to keep him unconscious.)
What makes him dangerous as a fighter is that
he doesn’t just punch people and throw heavy
objects. He’s taught himself how to use his super-
strength effectively in combat, as reflected by his
Brick Tricks Martial Arts. (He also has the Brick
Tricks Power Skill, and can use it occasionally to
perform some of the abilities listed on pages 49-
86, if the GM permits.)
In battle, the Visigoth usually opens up with a
few straightforward punches to find out just how
much damage his opponent can take. If that’s not
enough to end the battle, he’ll switch to Martial
Maneuvers (particularly Bearhug I) or his Rend-
ing And Tearing ability. He enjoys showing off his
strength by doing something flashy (especially a Fist-
Grab maneuver) and then making a Presence Attack.
Campaign Use: Der Westgote isn’t quite as “butch”
as many other bricks. What sets him apart from
other super-strong characters is that he’s smart.
While his sociopathy compromises his intelligence
at times, he knows how to fight cleverly and with
tactical insight... and when it’s time to retreat and
live to fight another day. Don’t play him as another
124 ■ Brick Characters HERO System 5th Edition, Revised
WHITE RHINO WHITE RHINO 3 Streetwise 13-
PLOT SEEDS Val Char Cost Roll Notes 3 Trading 13-
50 STR 40 19- Lift 12.5 tons; 10d6 [5]
White Rhino smashes 22 DEX 36 13- OCV: 7/DCV: 7 Total Powers & Skill Cost: 278
a ring of poachers who 35 CON 50 16- Total Cost: 496
were secretly working 20 BODY 20 13-
for Joseph Otanga to 10 INT 0 11- PER Roll 11- 200+ Disadvantages
obtain certain “sup- 15 Enraged: if takes BODY damage (or 30+
10 EGO 0 11- ECV: 3
plies” he needed for STUN in a single blow) (Uncommon), go
some mystic rituals. 20 PRE 10 13- PRE Attack 4d6
12 COM 1 11- 11-, recover 11-
The enraged Otanga
20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
wants to get rid of him
forever... but decides to 30 PD 20 Total: 20 PD (20 rPD) 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill)
trick the PCs into doing 30 ED 23 Total: 20 PD (20 rPD) 20 Psychological Limitation: Must Protect Cen-
the job instead of sully- 5 SPD 18 Phases: 3, 5, 8, 10, 12 tral Africa (Common, Total)
ing his own hands. 17 REC 0 15 Psychological Limitation: Greedy (Common,
70 END 0 Strong)
White Rhino takes a job 63 STUN 0 Total Characteristics Cost: 218 15 Social Limitation: Secret Identity (Lucas
in America that pays a Kintebe) (Frequently, Major)
lot of money, but ends Movement: Running: 12”/24” 191 Experience Points
up captured and put Total Disadvantage Points: 496
Leaping: 10”/20”
in Stronghold. Then
he feels a tremendous
threat to central Africa, Cost Powers END Background/History: Lucas Kintebe was born into a
and appeals to the PCs 18 Horns: HA +6d6, Reduced Endurance poor family in Uganda. He began stealing almost as
to (a) convince his jail- (0 END; +½); Hand-To-Hand Attack (-½), soon as he was old enough to walk, and by the time
ors to release him, and Only Works With Move Throughs (-1) 3 he was a teenager he was an accomplished thief. It
(b) help him save his 15 Toughness: Hardened (+¼) for wasn’t a very good living, though, and he constantly
people and homeland. 30 PD/30 ED 0 yearned for something better.
37 Toughness: Damage Resistance One day he got a tip from a friend about the
VIPER has a lot of (30 PD/30 ED), Hardened (+¼) 0 security guard schedules at a local museum. Think-
interests in Africa, and 24 Rhino Resilience: Knockback ing this might be his big break, he planned care-
some of them may Resistance -12” 0 fully and slipped into the museum at just the right
threaten the central part
10 Mystic Protection: Power Defense moment. He stole a bagful of the most valuable,
of the continent. This,
naturally, would bring it (10 points) 0 easily-carried art objects and treasures he could
into conflict with White 19 Mystic Protection: Life Support (Self- find, then made his escape.
Rhino. Preferring to Contained Breathing; Safe Environment: When he examined his loot, one item — an
eliminate the problem in High Pressure, High Radiation, Intense amulet depicting the legendary white rhino, har-
advance, VIPER manip- Cold, Intense Heat, Low Pressure/Vacuum) binger of good fortune — really intrigued him. On
ulates the PCs into bat- 12 Rhino’s Speed: Running +6” (12” total) 1 a lark, he put the amulet on. Without warning it
tling him. 4 Burst Of Speed: Running +8” (20” total); began to tingle, and then it merged with his flesh,
Increased Endurance Cost (x7 END; -3) 14 sinking into his body. He screamed and fell uncon-
30 Luck Of The White Rhino: Luck 6d6 0 scious.
When he awakened, he wasn’t human any-
Perks more. He looked like some strange cross between a
20 Contacts: 20 points’ worth throughout rhino and a man, with thick, knobbly whitish skin
Central Africa covering his body and two horns growing out of his
2 Reputation: protector of Central Africa head. One look at himself and he fainted dead away.
and friend to its people (among some This time when he awoke, he was his old,
inhabitants of Central Africa) 11-, +2/+2d6 normal self again. After a little bit of concentra-
tion, he discovered he could change between one
Talents form and the other at will. And in his rhino-man
40 Protector Of Central Africa: Danger Sense form, he was super-strong! He spent the next week
(general area [central Africa], any danger, on a crime spree, smashing his way into banks and
sense) 14- stores and taking all the money he could get his
hands on...
Skills ...and then, just as he was planning another
15 +3 HTH job, he got this strange feeling that something was
4 +2 OCV with Move Through wrong in the countryside to the north. Unable to
shake the feeling, he headed that way to find out
3 Climbing 13- what was going on. He discovered an unscrupulous
5 AK: Central Africa 14- diamond mining company exploiting its workers
2 KS: African History 11- and polluting the river. Enraged, he transformed
2 KS: Central African Flora And Fauna 11- into his White Rhino form (as he now called it),
1 Language: English (basic conversation; Swa- smashed the company’s facility into rubble, and
hili is Native) gave all the money and raw diamonds he found in
9 Power: Brick Tricks 16- (DEX-Based) the company’s safe to the workers.
The Ultimate Brick ■ Chapter Three 125

Since then, the White Rhino’s led a sort of and turn him into a true hero?
double existence. Most of the time he’s just a super- To make White Rhino tougher, give him some
powered Lucas Kintebe, with all of his ordinary “brick trick” powers and other abilities — or, to
greed and criminal tendencies. But when a threat to make him more distinctive, give him more mystic
central Africa or her people arises, he feels an irre- powers related to his role as protector of central
sistible compulsion to use his powers to help out Africa but which don’t necessarily have anything
and right the wrong, often playing “Robin Hood” in to do with being super-strong (for example, the
the process. He’s become a hero to many Africans, ability to summon and control rhinos). To weaken
and a despised criminal to others. him, reduce his defenses and other Characteristics
Personality/Motivation: Gaining superpowers a little.
didn’t change Lucas Kintebe’s personality any. He’s White Rhino won’t Hunt characters normally;
greedy and cares nothing for laws or morals; if he there’s no profit in it. However, if someone repeat-
wants something valuable, he finds a way to take it. edly or persistently threatens central Africa, he may
Becoming White Rhino allows him to steal things find himself compelled to pursue and destroy the
he never could have before, and he loves that. He wrongdoer.
usually works by himself, but has no trouble team- Appearance: In his superhuman form, White Rhino
ing up with other villains or working for a master resembles a cross between man and rhino: he
villain. While he doesn’t mind a good fight, he’s not stands on two massively-muscled legs and has two
cruel or murderous, and won’t work with people equally muscular arms, but his face is rhino-like
who are overly violent. He’d fit in well with GRAB. and he has two horns (a large one in front, and a
But the White Rhino powers come with a smaller one behind, like those of a rhino) project-
solemn, unavoidable obligation to protect the cen- ing from his forehead. His skin is thick and knobbly
tral region of Africa (roughly, south of the Sahara like a rhino’s, but it’s got a distinctively pale, almost
to about the twelfth parallel below the equator). If white, coloration (hence his name). He wears a sort
something threatens the region, its people, or its of loincloth-like garment around his waist, but no
environment, the mystic source of his powers com- other clothes.
pels him to investigate and resolve the situation. It As Lucas Kintebe, White Rhino is a fairly
doesn’t care how he resolves it, as long as the threat handsome African black male of average height
vanishes. Lucas has tried to resist the compulsion and a relatively muscular build (but not noticeably
a time or two, but has never succeeded. It’s reached so). He wears the nicest clothing he can find and
the point where he sort of enjoys the accolades he afford; his transformation from human into rhino-
receives for his heroic actions, so he doesn’t nor- human form has an unfortunate tendency to tear
mally fight the mystic impulse anymore. apart whatever he’s wearing at the time.
Quote: “I want that necklace, and you’re not gonna
stop me. Comin’ through!”
Powers/Tactics: White Rhino isn’t exactly the
world’s greatest tactician. He has two basic attacks:
the Punch; and the Move Through (the latter usu-
ally involving his Burst Of Speed ability). Which
one he uses typically depends on whether he’s in
HTH Combat range with his target or not. Some-
times he throws a Grab into the mix as well. A little
bit of training with a skilled tactician would expand
his range of fighting skills considerably.
White Rhino possesses a few abilities most
bricks don’t because of his role as the protector
of central Africa. He can sense danger to the area
(or large numbers of people within it), and has a
certain degree of resistance to mystic attacks (and
related powers). Most importantly, the fates watch
out for him; the GM should make frequent use of
his Luck (though the GM should consider remov-
ing a die or two of Luck when White Rhino’s out-
side of his home territory). Furthermore, he has a
good reputation among many central Africans, and
can often count on their help and support.
Campaign Use: White Rhino presents an interesting
contrast around which the GM can spin stories. By
inclination he’s a thief and robber, more than will-
ing to use his super-strength for personal gain. But
he’s also central Africa’s protector. What happens
when his two Psychological Limitations come into
conflict? Is it possible to appeal to his better nature
126 ■ Brick Characters HERO System 5th Edition, Revised

HEROIC
BRICKS
CABER 2 KS: Charlemagne 11-
Val Char Cost Roll Notes 2 KS: The Hudson City Underworld 11-
25 STR 20 14- Lift 800 kg; 5d6 [5] 1 KS: The Military/Mercenary/
14 DEX 12 12- OCV: 5/DCV: 5 Terrorist World 8-
22 CON 28 13- 2 KS: Soccer 11-
17 BODY 14 12- 1 Mechanics 8-
10 INT 0 11- PER Roll 11- 7 Power: Brick Tricks 14- (DEX-Based)
10 EGO 0 11- ECV: 3 1 PS: Billiards 8-
20 PRE 10 13- PRE Attack: 4d6 2 PS: Scottish Games 11-
10 COM 0 11- 1 PS: Soccer 8-
3 Stealth 12-
10 PD 7 Total: 10 PD (0 rPD) 3 Streetwise 13-
8 ED 4 Total: 8 ED (0 rED) 3 WF: Small Arms, Blades
4 SPD 16 Phases: 3, 6, 9, 12
9 REC 0 Total Powers & Skills Cost: 97
44 END 0 Total Cost: 208
41 STUN 0 Total Characteristics Cost: 111
100+ Disadvantages
Movement: Running: 6”/12” 5 Distinctive Features: Scottish Accent (Easily
Concealed; Noticed And Recognizable)
Cost Powers END 20 Hunted: Hudson City Police Department
Martial Arts: Dirty Infighting 8- (Mo Pow, NCI, Capture)
Maneuver OCV DCV Damage/Effect 15 Psychological Limitation: Enjoys Hurting
4 Block +2 +2 Block, Abort People (Common, Strong)
4 Eye Gouge -1 -1 Sight Group 15 Psychological Limitation: Greedy And Self-
Flash 4d6 Centered (Common, Strong)
4 Kidney Blow -2 +0 HKA ½d6 53 Experience Points
(1d6+1 with Total Disadvantage Points: 208
STR) EQUIPMENT
4 Low Blow -1 +1 2d6 NND(3)
Weapon OCV/RMod Damage STUN STR Min Shots
4 Punch +0 +2 7d6 Strike
.45 pistol +1/0 2d6-1 +1 9 7
5 Roundhouse -2 +1 9d6 Strike
(carries +2 clips)
3 Throw +0 +1 5d6 +v/5; Target
.38 Special 0/0 1d6+1 0 7 6
Falls
Knife 0/— 1d6-1 0 6 —
5 Power Punch: HA +2d6; Hand-To-Hand
Attack (-½), Requires A Brick Tricks Armor: In appropriate situations, Level I body
Roll (-½) 1 armor (DEF 5, covers Hit Locations 9-13)
4 Intimidation: +10 PRE; Extra Time Gear: Caber doesn’t carry any standard gear
(Full Phase; -½), Only To Make Fear/ besides the listed weapons, but can usually arrange
Intimidation-Style Presence Attacks (-1) 0 to get anything he needs (within reason) through
7 Shrug It Off: Physical Damage Reduction, his employer.
25%; Requires A Brick Tricks Roll (-½) 0
Clothing: Fine men’s suits and shoes
Talents Background/History: Born in Edinburgh, Caber fled
3 Resistance (3 points) Scotland for the United States at age 18 after he nearly
beat a man to death in a barroom brawl. He’d been a
Skills petty thief and legbreaker for years, and it wasn’t hard
10 +2 HTH to find the same sort of work in Hudson City. After
drifting from one petty gang leader to another, he
2 Gambling (Card Games) 11- attracted the attention of the crimelord Charlemagne,
1 High Society 8- who cleaned him up and gave him a job. Since then
5 Interrogation 14- he’s been one of Charlemagne’s right-hand men, doing
2 CK: Edinburgh 11- the same work as ever but learning a lot more about
2 CK: Hudson City 11- crime in the process.
The Ultimate Brick ■ Chapter Three 127

Personality/Motivation: Caber isn’t just a brute by But Caber’s got more to use in a fight than just CABER PLOT SEEDS
appearance, he’s a brute by nature. He cares little a punch. For one thing, he’s picked up some dirty
about most other people, focusing only on what he fighting maneuvers on the streets, so he doesn’t While attending an
wants or the assignments given him by his boss. just have to slug it out Phase after Phase if that’s exhibition soccer match
The only thing he’s ever really been good at in his not working. For times when fisticuffs won’t get in Hudson City, Caber
life is hurting people, and he enjoys doing so; he the job done, he carries a .45 pistol in a shoul- gets drunk and starts a
gets a perverse thrill out of snapping someone’s leg der holster, a .38 in an ankle holster, and a knife brawl... which turns into
in two or beating a man to a pulp. mounted horizontally on the back of his belt so his a riot that engulfs sev-
The only thing Caber enjoys as much as hurt- suit jacket hides it; he can get other weapons from eral neighborhoods. The
police have announced a
ing people is soccer. He’s a die-hard soccer fan; Charlemagne if necessary. He has a sentimental
reward for anyone who
it’s hard to roust him away from the TV if one of attachment to the .45, which he took from first man brings in the man who
his favorite teams is playing (though he’ll jump to he ever killed; he’d go to considerable lengths to get started the riot. All the
obey any order of Charlemagne’s; the man scares it back if he lost it. PCs have to do is find
even him). He has a hatred of smoking (as several Campaign Use: Caber is pretty much a garden-vari- and catch Caber....
of Charlemagne’s other flunkies quickly found out ety thug, enforcer, and legbreaker (and thus a good
after he was hired), and will force anyone in his “template” for many such Heroic bricks), with a few During a bar brawl,
presence to snuff out a lit cigarette or cigar imme- background and personality twists to make him Caber hurts a promi-
diately. On more than one occasion he’s put out nent politican’s son so
interesting. His role is to provide muscle for Char-
a stubborn smoker’s cigarette by ramming it into badly that the son ends
lemagne, which means he’s someone a group of PCs up partly crippled for
the smoker’s eye and then shoving the now-extin- pursuing Charlemagne will encounter frequently.
guished butt down the smoker’s throat. life. The word’s out on
Caber usually doesn’t Hunt people unless the street that the poli-
Quote: ::cracks knuckles:: “I’m gonna have to ask y’ Charlemagne orders him to. But he’s got a long tician’s offering a gener-
again to pay the money y’owe Mr. Charlemagne. I memory for “wrongs” done to him, and if he ous bounty to whoever
won’t be askin’ a third time.” encounters someone who hurt or inconvenienced brings him Caber’s head.
him in the past, he’ll make sure to take it out on But is this true, or a lie
Powers/Tactics: Caber is a big, enormously strong spread by one of Char-
brute of a man. One punch from him is often them now.
To make Caber tougher, give him more “brick lemagne’s rivals?
enough to knock a man out, and if he gets his
hands on one of his foes, broken bones are a likely tricks” appropriate to his character type (includ-
ing beefing up his Damage Reduction to 50%). To A group of Scottish
result. crooks whom Caber
weaken him, reduce his STR
used to work for, and
to 20 and his other Charac- betrayed, comes to
teristics proportionately. Hudson City seeking
Appearance: Caber’s an vengeance. But they’re
enormous bear of a man, so violent and uncon-
standing over six and a half trolled that they may
hurt a lot of innocent
feet tall with a bodybuilder’s
civilians while they look
muscles and thick black hair for him... unless the PCs
and beard. His boss makes stop them.
him dress in dark men’s suits,
but he finds a way to loosen
his tie and unbutton the first
button on his shirt as soon
as possible. He speaks with
a distinctive Scottish accent
that makes him stand out in
the Hudson City underworld.
128 ■ Brick Characters HERO System 5th Edition, Revised
BURGIDA Total Powers & Skills Cost: 91
Val Char Cost Roll Notes Total Cost: 252
30 STR 30 15- Lift 1,600 kg; 6d6 [6]
18 DEX 24 13- OCV: 6/DCV: 6 75+ Disadvantages
25 CON 40 14- 10 Enraged: if insulted or taunted (Common),
20 BODY 20 13- go 8-, recover 14-
15 INT 5 12- PER Roll 12- 15 Hunted: Skarill 11- (Mo Pow, Limited Geo-
10 EGO 0 11- ECV: 3 graphical Area [Greyward Mountains], Kill)
20 PRE 10 13- PRE Attack: 4d6 15 Hunted: Brotherhood Of Shadow 11- (Mo
16 COM 3 12- Pow, Limited Geographical Area [Aarn], Kill)
5 Physical Limitation: Large, up to twice
12 PD 10 Total: 12 PD (1 rPD) human size and/or mass (4m, or 2”) (Burgida
10 ED 7 Total: 10 ED (1 rED) is at -2 DCV, and others receive +2 on their
4 SPD 12 Phases: 3, 6, 9, 12 PER Rolls to perceive her) (Infrequently,
11 REC 0 Slightly Impairing)
50 END 0 15 Psychological Limitation: Heroic (Common,
48 STUN 0 Total Characteristics Cost: 161 Strong)
117 Experience Points
Movement: Running: 12”/24”
Total Disadvantage Points: 252
Cost Powers END EQUIPMENT
Martial Arts: Weapons Combat
Weapon OCV/RMod Damage STUN STR Min Shots
Maneuver OCV DCV Notes
Great Mace 0/— 2d6 0 15 —
5 All-Out +1 -2 Weapon +4 DC
Greatsword +1/— 2d6 0 17 —
Strike
Dagger# 0/— 1d6-1 0 6 —
4 Attack +0 +2 Weapon +2 DC
Strike Armor: Chainmail (DEF 6)
4 Charge +0 -2 Weapon +2 Gear: Tent and bedroll, flint and tinder, hunting
DC Strike +v/5, horn, lantern, one flask of oil, one week’s rations,
FMove heavy warhorse
4 Defend +2 +2 Block, Abort
5 Probe +1 +3 Weapon Strike Clothing: When adventuring, a sturdy tunic and
4 Forceful Smash: Does Knockback (+¼) for trews suitable to the climate, with a robe or cloak
30 STR; Requires A DEX Roll (-¾) 1 in cold weather; when not adventuring, fine (but
1 Sturdy: Damage Resistance (1 PD/1 ED) 0 not ostentatious or rich) clothing appropriate to the
12 Long Legs: Running +6” (12” total) 1 place and occasion
4 Reach: Stretching 1”, Reduced Endurance
(0 END; +½); Always Direct (-¼), No Background/History: Burgida is a half-giantess; her
Noncombat Stretching (-¼), No Velocity father was a warrior and adventurer from Vestria,
Damage (-¼) 0 her mother a stone giantess from the Greyward
Mountains. She lived with her mother’s people for a
Skills time, but was scorned as too small and puny. So she
10 +2 HTH went to live with her father’s people, preferring to
be regarded as large and “clumsy” instead.
8 Half-Giantess Warrior Swing: +4 OCV Given her strength and size, it was natural that
with Sweep she’d take an interest in the arts of war. Her father
3 Climbing 13- tutored her as best he could, imparting all his skill
3 Healing 12- and warrior’s wisdom, but eventually she had to
1 AK: Mhorecia 8- develop her own style of fighting to take advantage
1 AK: Northern Mitharia 8- of her size and strength.
2 AK: The Westerlands 11- After she completed her training, Burgida
2 KS: Giants And Giant Culture 11- chose to become an adventurer; the discipline and
2 KS: Orcs And Their Kin 11- regimentation required of soldiers and city guards
2 Language: Kuldrar (fluent conversation; Ves- just wasn’t for her. After adventuring with many dif-
trian is Native) ferent companions for a year or two, she fell in with
2 Language: Trade-Tongue (fluent conversa- an adventuring company called the Vestrian Fire-
tion) Eaters (since most of them came from Vestria or
3 Stealth 13- lands nearby), and has been with them ever since.
3 Tactics 12- They’ve had many thrilling adventures, includ-
1 Tracking 8- ing several clashes with the Orcs and Ogres of the
1 Trading 8- Greyward Mountains, and an escapade in which
4 WF: Common Melee Weapons, Common they beat the Brotherhood of Shadow (an Aarnese
Missile Weapons thieves’ guild) to a fabulous treasure.
The Ultimate Brick ■ Chapter Three 129

Quote: “Are you just full of talk, little man? Or can BURGIDA
you actually fight?” PLOT SEEDS
Powers/Tactics: As a half-giantess, Burgida is much
taller and stronger than even the biggest human or Burgida finds herself
orcish warriors, and she puts her strength to good getting weaker and
use in battle. She’s developed a style of weapons weaker for some reason.
Unable to figure out
combat that takes advantage of her abilities, and what’s going on, she
favors weapons like great maces and greatswords turns to the PCs for
that allow her to inflict tremendous wounds at a help.
single blow. Her size gives her an extra game inch
of reach, and she’s not averse to using it to hit her Burgida approaches
foes with her large weapons before they’re within the PCs with a proposi-
range to hit her back. And if she really “puts her tion. In some old giant
shoulder into it” (as she says), she can deliver a lore-books she’s found
punch that often sends her foes flying (i.e., which information about a
does Knockback). fabulous treasure, but
Burgida usually fights with two-handed weap- it’s too well-guarded for
ons and doesn’t bother with a shield, since her size her to obtain herself. She
wants to team up with
makes her so easy to hit anyway; she relies on her them to complete the
natural resilience to shrug off the effects of attacks. adventure and split the
But if necessary, she can wield her weapon in one profits equally.
hand and carry a tower shield in the other.
Campaign Use: Burgida is an unusual NPC hero The PCs (who know and
who would make an enjoyable encounter for most like Burgida) receive a
groups of PCs. Given her height, she might seem message from the Broth-
threatening or dangerous at first, but anyone who erhood of Shadow. It
claims to have captured
treats her fairly and gets to know her soon discov- her, and threatens to
ers what a good person she is. She might even kill her if the PCs don’t
become a romantic interest for a male PC, assum- undertake a mission
ing he’s man enough to fall in love with a woman for it. Is the note real,
who’s so much stronger than he. or just an attempt to
Burgida doesn’t really Hunt people. If she’s on trick the PCs into doing
the trail of an evildoer as part of an adventure, she the Brotherhood’s dirty
Personality/Motivation: Burgida is a kind-hearted won’t rest until she’s caught him, but she doesn’t work?
and heroic warrior who thinks nothing of putting make a point of tracking down people who’ve
her life and property on the line to save innocent harmed her. She just waits until they meet again
folk from harm, or to destroy evil beings and mon- and takes her revenge then.
sters. Not only does she genuinely enjoy helping To make Burgida tougher, give her a few “brick
people, but she loves the excitement of battle and tricks,” such as some Damage Reduction or the like.
risk-taking for a good cause. When not adventur- To weaken her, reduce her STR and other Charac-
ing, she usually finds some worthy way to spend teristics appropriately, emphasizing her “human”
her time, such as using her enormous strength to half instead of her “giant” blood.
help a poor farmer build a new barn. Appearance: Burgida stands nearly twelve feet tall,
Burgida remembers being picked on as a child, and has long, flowing red hair that would make
and the memories still hurt. She doesn’t take well to her stand out in a crowd even if her height did
being teased or insulted, even by people she likes, not. When adventuring, she usually wears a chain-
and may react violently to any taunting. (The GM mail hauberk over leather garb; at other times she
may increase her chance of becoming Enraged if dresses appropriately for the occasion. Her favored
the person insulting her is someone she dislikes or weapon is a great mace scaled to her size, but she
hates.) usually carries a similarly-sized greatsword in a
back sheath as well.
130 ■ Brick Characters HERO System 5th Edition, Revised
SYGYL Talents
Val Char Cost Roll Notes 6 Combat Luck (3 PD/3 ED)
15 STR 5 12- Lift 200 kg; 3d6 [3]
18 DEX 24 13- OCV: 6/DCV: 6 Skills
18 CON 16 13- 10 +2 HTH
12 BODY 4 11-
14 INT 4 12- PER Roll 12- 3 Breakfall 13-
14 EGO 8 12- ECV: 5 3 Climbing 13-
15 PRE 5 12- PRE Attack: 3d6 3 AK: Mhorecia 12-
10 COM 0 11- 2 KS: Arcane And Occult Lore 11-
2 KS: Thaumaturgy 11-
8 PD 5 Total: 11 PD (3 rPD) 3 Stealth 13-
6 ED 2 Total: 9 ED (3 rED) 27 Thaumaturgy 24-
4 SPD 12 Phases: 3, 6, 9, 12 6 WF: Common Melee Weapons, Common
10 REC 6 Missile Weapons, Staffs, Slings
36 END 0
29 STUN 0 Total Characteristics Cost: 91 Total Powers & Skills Cost: 146
Total Cost: 237
Movement: Running: 7”/14”
Leaping: 6”/12” 75+ Disadvantages
Cost Powers END 10 Destitute
40 Thaumaturgic Tattoos: Multipower, 100- 15 Hunted: evil wizard who wants to steal the
point reserve; all Costs Endurance (-½), secret and powers of his tattoos 8- (Mo Pow,
Gestures (-¼), Incantations (-¼), Requires Capture/Kill)
A Thaumaturgy Roll (-½) 15 Hunted: wicked noble whom he defeated
3u 1) Tattoo Of Might: Aid STR and PD 5d6, and humiliated 8- (Mo Pow, NCI, Limited
two Characteristics at once (+½), Delayed Geographical Area, Kill)
Return Rate (points fade at the rate of 5 per 15 Psychological Limitation: Code Of Honor
5 Minutes; +½); Costs Endurance (-½), Ges- (must help those in need) (Common, Strong)
tures (-¼), Incantations (-¼), Requires 10 Psychological Limitation: Vow Of Poverty
A Thaumaturgy Roll (-½), 8 Charges And Asceticism (Common, Moderate)
(-½) [8] 10 Vulnerable: 2 x Effect from Thaumaturgy
2u 2) Tattoo Of The Swallow’s Flight: Aid attacks (Uncommon)
DEX 5d6, Delayed Return Rate (points 87 Experience Points
fade at the rate of 5 per 5 Minutes; +½);
Costs Endurance (-½), Gestures (-¼), Total Disadvantage Points: 237
Incantations (-¼), Requires A EQUIPMENT
Thaumaturgy Roll (-½), 4 Charges (-1) [4]
2u 3) Wildform Tattoos: Multiform (32 Weapon OCV/RMod Damage STUN STR Min Shots
animals built on up to 300 Character Quarterstaff +1/— 5d6 N — 15 —
Points); Costs Endurance (to change Dagger# 0/— 1d6-1 0 6 —
forms; -½), Gestures (-¼), Incantations Sling 0/-1 1d6+1 +1 8 20
(-¼), Requires A Thaumaturgy Roll (-½), Armor: None
Visible (-¼), 4 Charges (-1) [4] Gear: As an impoverished ascetic, Sygyl carries
Martial Arts: Staff-Fighting little in the way of personal possessions — usually
Maneuver OCV DCV Damage/Effect no more than a bedroll, flint and tinder, and a few
4 Block +2 +2 Block, Abort days’ worth of food. He may have more gear if he’s
4 Disarm -1 +1 Disarm, 25 STR heading out on an adventure or expecting to need a
to Disarm roll specific item.
5 Jab +1 +3 Weapon
3 Legsweep +2 -1 Weapon +1 DC Clothing: Loincloth or kilt-like garment
Strike, Target
Falls
Background/History: Sygyl is an unusual sort of
4 Shove +0 +0 30 STR to Shove
wizard. A practitioner of the Art of Thaumaturgy,
4 Strike +0 +2 Weapon +2 DC
he belongs to a small group of Mhorecian thauma-
Strike
turges who don’t cast spells in the usual fashion.
5 Smash -2 +1 Weapon +4 DC
Instead, they tattoo certain thaumaturgic runes and
Strike
mystic symbols on their bodies, and can then call
2 Strong Runner: Running +1” (7” total) 1
on the power of those tattoos a certain number of
3 Strong Leaper: Leaping +3” (6” forward,
times per day.
3” upward) 1
Since completing his training with the order
and receiving the last of his tattoos, Sygyl has wan-
dered the length and breadth of Mhorecia, helping
others and having adventures. He’s never worked
The Ultimate Brick ■ Chapter Three 131

Powers/Tactics: Sygyl may not look like a typical SYGYL PLOT SEEDS
Fantasy Hero brick, but with his Tattoo Of Might
active, he typically fights with 30 STR or more A small, strange animal
— definitely a brick-class combatant! However, — a squirrel or fox, for
he doesn’t just use his enhanced STR to punch his example, perhaps with
enemies; he fights with grace, speed, and intelli- slightly unusual color-
gence. He favors the quarterstaff as a weapon — but ation — helps the PCs,
his quarterstaff is thicker and heavier than normal, then seems to try to
with iron studs set into it for about the length of a communicate with them
or lead them some-
hand on either end, so it does more damage than a where. It’s Sygyl, who’s
standard staff and can withstand the strength of the somehow been forced to
blows he delivers. remain in animal form
But enhanced STR isn’t Sygyl’s only thauma- and wants the PCs to
turgic power. By activating other tattoos, he can help restore him to his
augment his agility (i.e., his DEX), or even trans- normal shape.
form into the shape of various animals. However,
whereas he can activate his increased STR and PD Sygyl’s thaumaturgic
eight times a day, he can only use the other tattoos tattoos stop working
four times per day each, so he chooses when to call properly — sometimes
on their power carefully. they fail to function,
When Sygyl activates a tattoo, it glows briefly sometimes they func-
tion in unpredictable
in a noticeable way. While the Wildform tattoos ways. He asks the PCs to
have a stylistic resemblance to the animal whose help him find out what’s
shape he assumes, the appearance of the Aid-based happened to him.
ones doesn’t provide any clue as to their function...
but someone who sees him activate one of them Sygyl decides to get a
one time may remember what it does if they meet powerful new thau-
again. maturgic tattoo. This
Unfortunately, Sygyl’s tattoos have one side requires certain rare and
effect: by attuning his body so thoroughly to Thau- valuable substances for
maturgy, they render it Vulnerable to thaumaturgic the tattoo ink, and he
attacks by other wizards. For example, it’s much asks the PCs to help him
easier for a Thaumaturge to affect him with The obtain them.
Bestial Curse of Phogorath Taam or Vandicar’s
with the same group of adventurers for more than a Spell of Stony Doom than it would otherwise be.
few months, preferring to walk his own path.
Campaign Use: Sygyl is an NPC hero who might
Personality/Motivation: Sygyl’s order requires that help the PCs (or oppose them, if he thinks they’re
its members take vows of poverty and asceticism, harming people in some way). Given the limited
so Sygyl eschews all worldly possessions and dis- nature of his magic, he should be able to contribute
play. He owns almost nothing and doesn’t draw to the group’s success without overshadowing the
attention to himself if he can avoid it; in fact, he PCs. He might even lead them into adventure, per-
rarely speaks. He subjects himself to all sorts of haps by persuading them to help him destroy some
suffering — hunger, cold weather, sleeping on hard evil.
ground or floors — that other people go to great Sygyl doesn’t Hunt heroes, but he might start
lengths to avoid. If he gains any treasure or money Hunting an evil person (or a misunderstood PC) if
during his adventures, he gives it away to deserving he fought that person but failed to defeat him. As a
people (the poor, temples that serve the commu- Hunter, he simply follows his quarry’s trail until he
nity, paladins in need of gold to fund an expedition finds him, then attacks using all the powers at his
against evil, and so forth). command.
Sygyl’s order also requires him to take an oath To make Sygyl stronger, give him more tattoos,
to help people in need. This is a fairly broad code or let the ones he has remain in effect longer (i.e.,
of honor; it ranges from fighting to protect inno- increase their Delayed Return Rate). To weaken
cent peasants from exploitation by an evil noble or him, reduce the Active Points in his tattoo powers,
attacks by raiding Orc-bands, to helping a worthy and/or the number of Charges they have.
priest build a new temple for his congregation, to
finding a way to alleviate the drought and famine Appearance: Sygyl typically wears nothing but
afflicting a particular region. Each member of the a loincloth or kilt, leaving the rest of his body
order is free to fulfill the oath as he wishes; for on display. He looks like an odd cross between a
Sygyl, that usually means standing up to evil and strong-thewed warrior and a lean ascetic; he’s thin
fighting it, or going on an adventure to find the and wiry, with the corded muscles on his arms and
money or magic needed to save people from harm. legs showing through the skin. He has mystic runes,
symbols, and pictograms tattooed all over his arms,
Quote: “Sometimes those who speak the least speak chest, and legs. He’s completely bald and clean-
the loudest.” shaven.
132 ■ Brick Characters HERO System 5th Edition, Revised
JOHNNY KWON Cantonese is Native)
Val Char Cost Roll Notes 3 Paramedics 13-
20 STR 10 13- Lift 400 kg; 4d6 [4] 2 PS: Chinese Cooking 11-
20 DEX 30 13- OCV: 7/DCV: 7 2 PS: Sifu 11-
20 CON 20 13- 1 PS: Marketing 8-
13 BODY 6 12- 3 Stealth 13-
10 INT 0 11- PER Roll 11- 4 WF: Common Melee Weapons, Common
10 EGO 0 11- ECV: 3 Martial Arts Weapons
20 PRE 10 13- PRE Attack: 4d6
12 COM 1 11- Total Powers & Skills Cost: 115
Total Cost: 216
8 PD 4 Total: 8 PD (0 rPD)
7 ED 3 Total: 7 ED (0 rED) 75+ Disadvantages
4 SPD 10 Phases: 3, 6, 9, 12 10 Distinctive Features: Style (Not Conceable;
8 REC 0 Always Noticed; Perceivable By Large Group
40 END 0 [martial artists])
40 STUN 7 Total Characteristics Cost: 101 10 Hunted: by various martial arts oversight
boards 11- (Mo Pow, Watching)
Movement: Running: 6”/12” 25 Psychological Limitation: Will Do Anything
Leaping: 7”/14” To Win (Very Common, Total)
10 Psychological Limitation: Greedy; Loves
Cost Powers END Material Comforts (Common, Moderate)
Martial Arts: Kung Fu 10 Reputation: vicious, murderous fighter, 11-
Maneuver OCV DCV Notes (Extreme; Small Group [professional martial
4 Block +2 +2 Block, Abort artists])
4 Disarm -1 +1 Disarm, 40 STR 5 Rival: Professional (with another profes-
4 Dodge +0 +5 Dodge all sional martial artist)
attacks, Abort 71 Experience Points
4 Escape +0 +0 45 STR vs.
Grabs Total Disadvantage Points: 216
3 Joint Lock/Grab -1 -1 Grab, 40 STR
5 Kick -2 +1 10d6 Strike Background/History: As a boy, Johnny Kwon was
4 Knife Hand -2 +0 1d6 HKA (2d6 a street-fighter and a bully. Eventually he caught
with STR) the eye of an elderly martial artist, who saw in the
3 Legsweep +2 -1 7d6, Target Falls boy the spark of a true fighter. He thought that
4 Punch +0 +2 8d6 Strike by teaching Johnny discipline, he could instill in
3 Throw +0 +1 6d6 +v/5, Target him respect for others and an inclination to noble
Falls behavior.
4 Tien-hsueh Strike-1 +1 3d6 NND (1) It didn’t quite work that way. Johnny eagerly
8 +2 Damage Classes (already added in) learned everything the old man could teach him
11 Resilience: Physical Damage Reduction, about fighting, but he didn’t care one bit about
Resistant, 50%; Must Be Aware Of Attack “honor” or “responsibility.” All he cared about was
(-¼), Activation Roll 11- (-1), STUN himself. When he felt he’d learned enough and
Damage Only (-½) 0 didn’t want to listen to the old man’s yammering
3 Strong Leaper: Leaping +3” (7” forward, anymore, he left and joined the professional martial
4” upward) 1 arts competition circuit. There he quickly made a
name for himself not only for his skill and strength,
Perks but for his ruthlessness in the ring. He won tourna-
5 Money (Well Off) ment after tournament, and in time got endorse-
ment deals and created his own line of martial
Talents arts equipment, but as his star rose the opinion
4 Lightning Reflexes: +4 DEX to act first that other professional martial artists had of him
with Kick plummeted. But he’s not concerned with what they
think; he’s doing well and is stronger and better
Skills than they are, and that’s all that matters.
9 +3 with Kung Fu
Personality/Motivation: A fellow competitor once
described Johnny Kwon as “a rotten son of a bitch,”
3 Acrobatics 13-
and that’s one hundred percent accurate. All he
3 Breakfall 13-
cares about is proving that he’s better, tougher, and
3 Climbing 13-
stronger than his opponents. He wants to win,
2 Gambling (Dice Games) 11-
and he’ll do anything he must to take first prize
1 High Society 8-
in any tournament. Usually he’s content to rely
2 KS: Kung Fu 11-
on his strength and skill, and he never holds back
2 KS: The Martial World 11-
— he’s crippled two opponents and killed one (all
2 Language: English (fluent conversation;
The Ultimate Brick ■ Chapter Three 133
JOHNNY KWON
In the ring, Johnny’s PLOT SEEDS
main tactic is to strike hard
and fast (unless he wants to A well-known profes-
let the other guy take a shot sional martial artist
or two that he can “shrug claims that Johnny
off ” to impress the crowd). Kwon “poisoned” him
His kicks are lightning-fast, before a tournament
making it hard for other match, but he’s got no
martial artists to dodge proof and doesn’t want
them, so he usually opens to risk being accused
with with a forward kick, of slander. He asks his
friends, the PCs, to
followed by a spinning kick
investigate and find the
with the other leg, and then a proof he needs to go
flurry of punches. He usually public.
doesn’t block or dodge much,
subscribing instead to the The PCs hear rumors
“the best defense is a good that an underground
offense” theory of combat. pit-fighting competition
Campaign Use: Johnny Kwon has arisen in their home
city, and that Johnny
is the sort of martial artist
Kwon’s participating.
other martial artists love to He’s making a lot of
hate, and that’s just how you money, but he’s already
should use him. In a compe- killed three fighters. Is
tition with the PCs, he’s the it true... and if so, what
loud-mouthed, trash-talk- will the heroes do about
ing braggart with enough it?
ability to get through the
preliminary rounds (perhaps Johnny Kwon develops
even eliminating a PC or ties to Chinese orga-
two along the way) until he nized crime, with the
can fight the heroes for high gangsters paying him
a lot of money to use
stakes. Make them hate him
his business (including
from the word “go.” a new chain of martial
in circumstances that cleared him of any official Johnny’s an angry arts dojos) to launder
blame), and many of his foes have left the ring enough person that he’d Hunt someone if he money and smuggle
after suffering broken bones. But if he thinks he wanted to. He’d stalk his quarry from tournament heroin into the United
needs an “edge,” he’s willing to cheat, secretly drug to tournament, participating not to win but for the States. The D.E.A. seeks
an opponent before a match, or anything else. He chance to defeat, humiliate, and hurt his enemy. the PCs’ help to pen-
applies these same tactics in business, finding ways He’d also use his business resources to make his etrate the Martial World
enemy miserable, if he could. and bring Kwon down.
to smear competitors’ martial arts equipment and
make his own look better. To make Johnny tougher, give him some more
Combat Skill Levels with his Martial Arts, or even
Quote: “The whiners who complain about how I some more Extra DCs. To weaken him, get rid of
fight just aren’t tough enough to stand up to real his Extra DCs and a CSL or two.
competition. They’re just upset because they don’t
have any hope of beating me, and they know it.” Appearance: Johnny is a Chinese man of average
height, but extremely muscular; he’s got an air of
Powers/Tactics: Johnny Kwon is practitioner of the confidence and bravado about him that’s visible
ancient fighting art of Kung Fu. He’s a good fighter, from a distance, and almost palpable up close. In
but his prowess derives mainly from his natural the ring he usually wears Kung Fu pants tied with
talent, strength, and speed. He lacks the discipline to a colorful sash, and no shirt; when not fighting he
train hard and develop his skills that most profes- wears expensive casual clothes in the Western style.
sional martial artists have — why should he work so
hard, when he wins so much of the time anyway?
134 ■ Brick Characters HERO System 5th Edition, Revised
BILL FERGUSON BILL FERGUSON Total Powers & Skills Cost: 94
PLOT SEEDS Val Char Cost Roll Notes Total Cost: 192
22 STR 14 13- Lift 533 kg; 4d6 [4]
Bill staggers out of the 15 DEX 15 12- OCV: 5/DCV: 5 75+ Disadvantages
South American jungle 21 CON 24 13- 20 Hunted: Col. Hermann Eichenwald 8- (Mo
with a fabulous golden 16 BODY 12 12- Pow, NCI, Capture/Kill)
idol and a strange story 5 Hunted: Dr. Emil Locke 8- (As Pow, Humili-
13 INT 3 12- PER Roll 12-
about how he escaped ate and Steal Possessions)
from the clutches of hid- 10 EGO 0 11- ECV: 3
18 PRE 8 13- PRE Attack: 3½d6 15 Psychological Limitation: Heroic (Common,
eous natives and needs
12 COM 1 11- Strong)
the PCs’ help to go
back in and rescue his 15 Psychological Limitation: Sucker For
friends. Is everything as 10 PD 8 Total: 10 PD (0 rPD) A Pretty Face Or A Hard-Luck Story
it seems, or has he been 6 ED 2 Total: 6 ED (0 rED) (Common, Strong)
brainwashed for some 3 SPD 5 Phases: 4, 8, 12 15 Rivalry: Professional and Romantic (with
sinister purpose? 10 REC 4 one of his friends, to see who gets things
42 END 0 done most heroically and efficiently, and has
Dr. Emil Locke, an 40 STUN 2 Total Characteristics Cost: 98 the best luck with women; Rival is a Player
unscrupulous archae- Character)
ologist who’s clashed 47 Experience Points
Movement: Running: 6”/12”
with Bill and his friends
on several occasions, Total Disadvantage Points: 192
decides to get his Cost Powers END
revenge with the unwit- 13 Strongman’s Roundhouse: Multipower, 20- EQUIPMENT
ting help of the PCs. He point reserve, all Hand-To-Hand Attack (-½)
Weapon OCV/RMod Damage STUN STR Min Shots
secretly provides the 1u 1) Agile Haymaker: HA +4d6; Hand-To-
PCs with information Colt M1911A+1/0 2d6-1 +1 9 7
Hand Attack (-½), Extra Time (Extra
about a fabulous relic Segment; -½) 2 Armor: None
they should go obtain, 1u 2) Augmented Haymaker: HA +4d6;
and warns them that a Gear: As appropriate for the mission. For example,
Hand-To-Hand Attack (-½), Only When on a trek into the jungle to search for a long-lost
group of “criminals” (Bill
Using Haymaker To Punch (-1) 2 ruin, he’d have camping gear, rations, a machete, a
and his friends) are also
trying to find it. 15 Can Take A Punch: Physical Damage pith helmet, and so forth.
Reduction, Resistant, 50%; Requires A
CON Roll (-¾), Character Must Be Clothing: Sturdy explorer’s/outdoor clothing, such
The murderer Bill as denim pants and a broadcloth shirt
helped capture way back Aware Of Attack (-¼) 0
when has escaped from
prison! While in prison Perks Background/History: Growing up on a corn farm in
he swore revenge against 20 Contacts: 20 points’ worth from various Iowa left Bill Ferguson with the desire to see more
Bill, his friends, and all adventures he’s been on of the world. He left home at 18 and worked for
their families. With his
friends out of the coun- several years during the late 1920s and early ’30s as
Talents a circus strongman. One day, a group of explorers
try and Bill himself laid 3 I Can Drunk Just As Good Fight!: Envi-
up with a badly sprained and adventurers got involved with solving a mys-
ronmental Movement (no penalties when terious murder that took place at the circus, and
ankle, he asks the PCs to
track down and recap- drunk) Bill helped them out (and even saved one of them
ture the killer before from being shot by the killer). They asked him to
anyone gets hurt. Skills accompany them when they left, and he jumped
18 +6 with Block, Grab, and Punch at the chance. Since then he’s put his enormous
strength to good use around the world, fighting
3 Climbing 12- Nazis (including the insidious Col. Eichenwald),
1 Gambling (Card Games) 8- exploring long-lost ruins, and saving hidden lands
1 High Society 8- of wonder from evil villains.
1 AK: Africa 8-
1 AK: Europe 8- Personality/Motivation: Bill Ferguson is a true-blue
1 AK: India 8- Pulp hero in the grand tradition. He’s strong and
2 KS: Circuses And Circus Life 11- tough, and never backs down from a fight, but he’s
1 Language: French (basic conversation; Eng- polite and kind to women, children, and the elderly.
lish is Native) At first he was sometimes awed by the rarified
1 Language: Hindi (basic conversation) circles in which some of his friends move, but he’s
1 Language: Swahili (basic conversation) learned to take it all in stride and can now get along
2 PS: Strongman 11- with kings and generals as well as he can with farm
1 SS: Anthropology 8- folk.
1 SS: Archaeology 8- Bill has two blind sides, and they both get him
3 Stealth 12- into trouble from time to time. The first is that he
1 TF: Equines can’t resist a sob story. He’s got a heart as big as all
2 WF: Small Arms outdoors, and if someone tells him a tale of hard
luck and woe, he immediately wants to help that
person out. He rarely has much money in his pock-
The Ultimate Brick ■ Chapter Three 135

ets for this reason — he’s constantly giving it away


to bums and poor people. The second is that he’s a
sucker for a pretty face. Beautiful women can easily
dazzle him (give them a +2 on Conversation, Per-
suasion, and Seduction rolls against him), and he
tends to think the best of any pretty woman until
he’s absolutely hit over the head with the cold, hard
facts.
Quote: “Don’t worry, ma’am, we won’t let him hurt
you.”
Powers/Tactics: Bill isn’t exactly the stereotypical
two-fisted hero — he doesn’t have quite the right
level of dash and panache — but he’s pretty close.
He’s bigger, tougher, and stronger than most people
he fights, and he uses that to his advantage. He’s
spent a lot of time and effort practicing to develop
the “Strongman’s Roundhouse” that lets him hit really
hard (it’s good for smashing down doors, too!). He
doesn’t have any particular fighting style; he just puts
his skills and experience to good use. In game terms,
his Combat Skill Levels function as an informal
“martial art”; he allocates them as necessary to give
him the best chance of success in a fight.
Campaign Use: Bill is a great NPC hero for Pulp
Hero campaigns. He’s experienced, but not so much
so that he outshines the PCs, and he’s definitely not
a take-charge type of guy. He makes friends easily,
and should fit right in with most groups of Pulp
heroes.
Bill doesn’t Hunt people. He’ll remember
someone who did him wrong, and do his best to
correct that wrong if they meet again, but ven-
geance isn’t in his heart.
To make Bill tougher, consider giving him
Cinematic Brawling Martial Arts, beef up his Char-
acteristics (particularly SPD) a bit, or expand the
range of his non-combat Skills. To weaken him,
reduce his STR a bit and get rid of one of his Mul-
tipower slots.
Appearance: Bill Ferguson is a dark-haired, dark-
moustached white male in his late 20s with a mus-
cular build that would stand out in the modern day,
much less during the Pulp era. He wears typical
sturdy explorer’s clothing most of the time, though
his shirt has a tendency to get torn, revealing his
muscular upper body.
136 ■ Brick Characters HERO System 5th Edition, Revised
DASHANA PLOT DASHANA 1 AK: The Ackálian Empire 8-
SEEDS Val Char Cost Roll Notes 1 AK: The Mon’dabi Federation 8-
27 STR 24 14- Lift 1,067 kg; 5d6 [5] 1 AK: The Terran Empire 8-
The PCs hear a rumor 14 DEX 12 12- OCV: 5/DCV: 5 2 AK: Venwordien IV 11-
that Dashana has infor- 22 CON 28 13- 2 KS: The Ackorsha 11-
mation about someone 20 BODY 20 13- 2 KS: The Military/Mercenary/Terrorist
or something they’re 10 INT 0 11- PER Roll 11- World 11-
looking for... but now 1 Lockpicking 8-
10 EGO 0 11- ECV: 3
they have to find her 2 Navigation (Land, Space) 8-
amid the chaos of Ven- 20 PRE 10 13- PRE Attack: 4d6
8 COM -1 11- 3 Paramedics 11-
wordien IV.
1 Security Systems 8-
12 PD 11 Total: 18 PD (6 rPD) 3 Stealth 12-
Dashana’s about to
8 ED 4 Total: 14 ED (6 rED) 3 Streetwise 13-
run out of her supply
of strength-enhancing 4 SPD 16 Phases: 3, 6, 9, 12 2 Systems Operation (Communications
drug... and right now 10 REC 2 Systems) 11-
things are too hot in the 44 END 0 1 Tactics 8-
Ackálian Empire for her 45 STUN 0 Total Characteristics Cost: 126 2 TF: Ackálian Space Vehicles
to risk sneaking in to 9 WF: Ackálian Small Arms, Ackálian
get more. She decides Movement: Running: 8”/16” Advanced Small Arms, Terran Small Arms,
to trick the PCs into Terran Advanced Small Arms, Blades
getting what she needs
for her. Cost Powers END
Martial Arts: Ackálian Military “Boxing” Total Powers & Skills Cost: 136
Maneuver OCV DCV Damage/Effect Total Cost: 262
Dashana’s got a line on
a heavy job — high-risk, 4 Block +2 +2 Block, Abort
5 Breaking Throw -2 +0 HKA ½d6 75+ Disadvantages
but high-profit. Are the
PCs interested? And (1d6+1 with 5 Dependence: must take her special steroids
if so, is she on the up- STR), Disable; each day or suffer Weakness (Uncommon)
and-up? Target Falls 20 Enraged: in combat (Very Common), go 11-,
3 Clinch -1 -1 Grab Two recover 14-
Limbs, 37 to 20 Hunted: The Ackorsha 8- (Mo Pow, NCI,
STR for holding Capture/Kill)
on 20 Hunted: Terran Security Service 8- (Mo Pow,
4 Cross Punch +0 +2 7d6 Strike NCI, Capture/Kill)
5 Joint Break -1 -2 Grab One Limb; 15 Psychological Limitation: Overconfidence
HKA ½d6 (Very Common, Moderate)
(1d6+1 with 10 Psychological Limitation: Must Prove
STR2 with STR), Herself The Strongest (Uncommon, Strong)
Disable 10 Psychological Limitation: Greedy (Common,
4 Slam +2 +0 6d6 Strike; Moderate)
Target Falls 15 Social Limitation: Outlaw (Frequently,
3 Quick Punch +2 +1 5d6 Strike Major)
5 Roundhouse -2 +1 9d6 Strike 72 Experience Points
3 Ackálian Bite: HKA 1 point;
No STR Bonus (-½) 1 Total Disadvantage Points: 262
12 Bioplast Protective Implants: Armor EQUIPMENT
(6 PD/6 ED); Activation Roll 14- (-½) 0
Weapon OCV/RMod Dmg STUN STR Min Shots
4 Ackálian Legs: Running +2” (8” total) 1
Mark V Laser
2 Ackálian Senses: +1 PER with Sight Group 0
Rifle +2/+2 3½d6* +1 12 64
5 Left Eye Implant: Infrared Perception
Ackálian
(Sight Group) 0
Dagger 0/— 1d6 0 10 —
5 Left Eye Implant: Ultraviolet Perception
* AF, AP
(Sight Group) 0
9 Left Eye Implant: Telescopic (+6 versus Armor: Armored Clothing, Basic (DEF 2) in
Range Modifier) for Sight Group 0 normal circumstances; Light Battle Armor (DEF
12) when expecting combat
Skills Gear: Varies, depending on the mission and cir-
5 +1 HTH cumstances
9 +3 with Ackálian Military “Boxing”
2 +1 OCV with Mark V Laser Rifle Clothing: Armored clothing cut in a reasonably
fashionable style for her species and size
3 Climbing 12-
1 Computer Programming 8-
3 Concealment 11-
3 Demolitions 11-
1 Gambling (Card Games) 8-
The Ultimate Brick ■ Chapter Three 137

Background/History: Ackálian women are known Dashana usually doesn’t bother to Hunt
for being big and strong; they run Ackálian society. people — it isn’t worth the effort. However, if she
And even among Ackálian females, Dashana stands got mad enough, or someone stole her supply of
out. Her size, strength, courage, and aggressiveness her strength-enhancing drug, she could turn into a
made her a top candidate for joining the Ackorsha, Hunter pretty quickly.
the Ackálian military. She excelled as a soldier, even To make Dashana tougher, bump her STR up
becoming a champion at an Ackálian fighting style to 30 and get rid of her Dependence. You could
that Humans call “Military Boxing.” But she chafed also give her some more cyberware, like her bioplas
under the discipline, and the pay stank. implants and the artificial eye she got when she lost
After a few years in the Ackorsha, she’d had her two left eyes to a Thorgon’s knife. To weaken
enough. When the opportunity arose, she went her, reduce her STR (and some other Character-
AWOL and blended into the underground, picking istics), and possibly make her Dependence more
up jobs wherever she could — as long as the pay severe.
was right, she’d do just about anything. She quickly Appearance: Dashana is a tall female Ackálian,
drifted into a career as a renegade, adventurer, and incredibly muscular and strong-looking even for
rogue, and has had many adventures since then. one of her species. Through intensive exercise and
She’s wanted by both Ackálian and Terran authori- steroid-like drugs, she’s made herself even more
ties for various crimes committed in their respec- muscular. She usually wears ordinary armored
tive space. clothes for her species; when expecting trouble she
Personality/Motivation: Dashana is determined to carries a Mark V laser rifle and a large knife.
be the biggest, toughest, strongest person around.
Ackálian society rewards aggression and power,
and she’s learned that lesson well. In fact, when
she was in the military she began a regimen of
strength-enhancing drugs, and had protective
bioplas implanted underneath her skin, to make
her a better fighter (she runs the risk of painful
withdrawal symptoms if she doesn’t keep taking the
drugs). If she meets up with someone who seems
like he might be stronger or tougher than she, she’ll
find a way to challenge him and prove she’s the best.
Quote: “Ha! A weakling like you doesn’t stand a
chance against me.”
Powers/Tactics: Dashana puts her military train-
ing to good use in combat. If possible, she studies
the battlefield and the opponent in advance to find
something she can take advantage of. If not, she
comes in hard and fast, hitting the enemy with
everything she’s got in the hope of overwhelming
him. She’s skilled with a laser rifle, but she really
prefers hand-to-hand combat; nothing’s as much
fun as a fist fight with someone strong and tough
enough to stand up to her... though no one can
stand up to her for long.
Between her military training and her career
as a criminal, Dashana’s picked up a whole bunch
of major and minor Skills. Although she comes
across as nothing but a big, strong, bruiser most of
the time, the truth is that she’s a pretty competent
adventurer.
Campaign Use: The PCs in a Terran Empire cam-
paign will probably encounter Dashana as an
adversary — someone who’s like them in some
ways, but unlike them in so many more that they
probably won’t see eye to eye on most matters. In
the end, Dashana and the PCs’ brick will probably
have to settle matters with an old-fashioned brawl
to prove who’s tougher.
138 HERO System 5th Edition, Revised

EXPANDED STRENGTH TABLE


LIFT DAMAGE MODERN FANTASY SCIENCE FICTION
STRENGTH (KG) (HEXES) LEAP EXAMPLES EXAMPLES EXAMPLES
-50 .025 — — Mouse
-45 .05 — — Golf ball, egg Arrow
-40 .1 — — Baseball Blowgun, small sling
-35 .2 — —
-30 .4 — — Grenade, football,
fist-sized rock Knife
-29 .5 — —
-28 .5 — —
-27 .6 — — Basketball
-26 .7 — —
-25 .8 — — Dagger, javelin,
quiver of 20 arrows/bolts
-24 .9 — — Baseball bat
-23 1.0 — — Pistol Short sword, light bow Laser pistol
-22 1.2 — — HERO System 5th Edition, Revised rulebook
-21 1.4 — —
-20 1.6 — — Pineapple, binoculars Longsword, battle axe,
mace, light crossbow, spear
-19 1.8 — —
-18 2.0 — — Clay brick
-17 2.4 — —
-16 2.8 — — Laptop computer
-15 3.2 — — Submachine gun Sm. wooden shield, helmet Blaster carbine
-14 3.6 — — Human infant, rabbit
-13 4.0 — — Rifle, DVD player Small metal shield Blaster rifle
-12 4.8 — — Housecat
-11 5.6 — — Laptop computer
-10 6.4 — — Assault rifle Heavy crossbow,
Lg. wooden shield,
one stone (unit of weight) Assault blaster
-9 7.2 — — Bowling ball
-8 8.0 — — Shotput Two-handed sword, arbalest,
Lg. metal shield
-7 9.5 — — Average dog
-6 11 — —
-5 12.5 — — Machine gun, wooden
dining room chair Chainmail hauberk Blaster MG
-4 14 — —
-3 16 — — Tavern bench
-2 19 — — Small leather office chair,
desktop computer
-1 22 — — Large machine gun,
large leather office chair
0 25 — — Full suitcase, small missile,
TV set, bicycle, desktop
computer monitor Two chainmail hauberks
1 29 — — Human child
2 33 — — Coffee table
3 37.5 ½d6 ½” Small refrigerator,
dishwasher Suit of plate armor
4 44 ½d6 ½” Caber (average)
5 50 1d6 1” Adolescent human,
recliner, light dining
room table Suit of plate barding
6 58 1d6 1” Small grandfather
clock, wall safe
7 67 1d6 1” Chest of drawers,
heavy dining room table,
manhole cover (average)
8 75 1½d6 1½” Brass bed, loveseat,
washing machine Dwarf
9 88 1½d6 1½” Sofa, railroad tie
10 100 2d6 2” Adult human, large
grandfather clock, large
wooden desk Man, elf Man, Small
computer console
The Ultimate Brick 139

EXPANDED STRENGTH TABLE (CONTINUED)


LIFT DAMAGE MODERN FANTASY SCIENCE FICTION
STRENGTH (KG) (HEXES) LEAP EXAMPLES EXAMPLES EXAMPLES
11 117 2d6 2” Small floor safe, anvil (average)
12 133 2d6 2” Large wooden bed,
china hutch, side of beef Heavyworlder man
13 150 2½d6 2½” Refrigerator Man in armor and equipment
14 175 2½d6 2½” Wooden armoire
15 200 3d6 3” Piano, motorcycle, Two men, wild boar, Hoverscooter,
wooden wardrobe, barrell of beer, python medium computer
large wooden console
bookshelf, large wooden
computer desk set,
manhole cover (large)
16 233 3d6 3” Wooden entertainment center
17 267 3d6 3”
18 300 3½d6 3½” Medium floor safe Two men in armor and equipment
19 350 3½d6 3½” Billiard table, football goalposts
20 400 4d6 4” Chariot, Grizzly bear Hoverbike, Large
computer console
21 467 4d6 4”
22 533 4d6 4” Moose
23 600 4½d6 4½” Sailboat, cow Sailboat, horse
24 700 4½d6 4½” Cropduster, small civilian
helicopter, large floor safe
25 800 5d6 5” Small trailer, sportscar Horse and rider, large
polar bear, stagecoach
26 933 5d6 5” Liberty Bell
27 1,067 5d6 5” B43 1-megaton
nuclear bomb
28 1,200 5½d6 5½” Medium missile Two horses
29 1,400 5½d6 5½”
30 1,600 6d6 6” Small car, large missile Two horses and riders, catapult Hovercar
31 1,867 6d6 6” Telephone pole (average
wooden), stegosaurus
32 2,133 6d6 6”
33 2,400 6½d6 6½” Large civilian helicopter
34 2,800 6½d6 6½” Small military helicopter
35 3,200 7d6 7” Truck, limousine Small elephant
36 3,733 7d6 7”
37 4,267 7d6 7” B53 9-megaton nuclear bomb
38 4,800 7½d6 7½” Large military helicopter
39 5,600 7½d6 7½”
40 6,400 8d6 8” Small jet, tank Large elephant, small trebuchet
41 7,467 8d6 8” Light jetfighter,
tyrannosaurus rex
42 8,533 8d6 8” Polaris A-1 missile
43 9,600 8½d6 8½” Business jet, CH-47D
Chinook helicopter
44 11 tons 8½d6 8½” Triceratops
45 12.5 tons 9d6 9” Jetfighter, subway car Heavy trebuchet
46 15 tons 9d6 9” Heavy jetfighter
47 17 tons 9d6 9” Polaris A-3 missile
48 19 tons 9½d6 9½” Very small ICBM
49 22 tons 9½d6 9½” Infantry fighting vehicle
50 25 tons 10d6 10” Frigate, airship Small standing stone Space tug
51 29 tons 10d6 10” Small tank, apatosaurus
52 33 tons 10d6 10” Small ICBM
53 37.5 tons 10½d6 10½”
54 44 tons 10½d6 10½” Olmec stone head Large standing stone Starcruiser
55 50 tons 11d6 11” Bulldozer, main battle tank,
Easter Island stone head,
sperm whale
56 58 tons 11d6 11” Trident II missile
57 67 tons 11d6 11” Dump truck, electro-diesel
train car, jetliner
140 HERO System 5th Edition, Revised

EXPANDED STRENGTH TABLE (CONTINUED)


LIFT DAMAGE MODERN FANTASY SCIENCE FICTION
STRENGTH (KG) (HEXES) LEAP EXAMPLES EXAMPLES EXAMPLES
58 75 tons 11½d6 11½” Concorde
59 88 tons 11½d6 11½” B-52H Stratofortress, Stonehenge
stone, Washington Monument,
bank vault door
60 100 tons 12d6 12” Space Shuttle (without booster Two large standing stones Starship
rockets), blue whale, bulldozer
61 117 tons 12d6 12”
62 133 tons 12d6 12” Mir Space Station
63 150 tons 12½d6 12½” Titan II rocket
64 175 tons 12½d6 12½”
65 200 tons 13d6 13” Large ICBM, Spruce Large starships
Goose, Statue of Liberty
66 233 tons 13d6 13”
67 267 tons 13d6 13” Bank vault (entire, including door)
68 300 tons 13½d6 13½” Very large ICBM
69 350 tons 13½d6 13½”
70 400 tons 14d6 14” Trawler Very large starship
71 467 tons 14d6 14”
72 533 tons 14d6 14” Redwood tree
73 600 tons 14½d6 14½”
74 700 tons 14½d6 14½”
75 800 tons 15d6 15” Drilling rig
76 933 tons 15d6 15”
77 1 kton 15d6 15”
78 1.2 ktons 15½d6 15½” Sequoia tree
79 1.4 ktons 15½d6 15½”
80 1.6 ktons 16d6 16” Small bridge, freighter (unloaded) Small stone bridge
81 1.9 ktons 16d6 16”
82 2 ktons 16d6 16” Space Shuttle (with booster rockets)
83 2.4 ktons 16½d6 16½”
84 2.8 ktons 16½d6 16½”
85 3.2 ktons 17d6 17” Freighter (loaded), Cape Large stone bridge
Hatteras Lighthouse
86 3.7 ktons 17d6 17”
87 4.3 ktons 17d6 17”
88 4.8 ktons 17½d6 17½”
89 5.6 ktons 17½d6 17½” Small cruiser (unloaded)
90 6.4 ktons 18d6 18” Destroyer (unloaded) Enormous stone bridge
91 7.5 ktons 18d6 18” Eiffel Tower, small cruiser (loaded)
92 8.5 ktons 18d6 18”
93 9.6 ktons 18½d6 18½” Destroyer (loaded),
small submarine
94 11 ktons 18½d6 18½” Large cruiser (unloaded),
small cruise ship
95 12.5 ktons 19d6 19” Temple
96 15 ktons 19d6 19”
97 17 ktons 19d6 19” Large cruiser (loaded)
98 19 ktons 19½d6 19½” Large submarine
99 22 ktons 19½d6 19½”
100 25 ktons 20d6 20” Large bridge Castle
105 50 ktons 21d6 21” St. Louis Gateway
Arch, medium cruise ship
110 100 ktons 22d6 22” Aircraft carrier (loaded),
large cruise ship Large castle
115 200 ktons 23d6 23”
120 400 ktons 24d6 24” Empire State Building
125 800 ktons 25d6 25” Golden Gate Bridge
130 1.6 mtons 26d6 26”
135 3.2 mtons 27d6 27”
140 6.4 mtons 28d6 28” Great Pyramid of Giza (est.)
145 12.5 mtons 29d6 29”
150 25 mtons 30d6 30”
The Ultimate Brick 141

EXPANDED STRENGTH TABLE (CONTINUED)


LIFT DAMAGE MODERN FANTASY SCIENCE FICTION
STRENGTH (KG) (HEXES) LEAP EXAMPLES EXAMPLES EXAMPLES
155 50 mtons 31d6 31”
160 100 mtons 32d6 32”
165 200 mtons 33d6 33”
170 400 mtons 34d6 34”
175 800 mtons 35d6 35”
180 1.6 gtons 36d6 36”
185 3.2 gtons 37d6 37”
190 6.4 gtons 38d6 38”
195 12.5 gtons 39d6 39” Very small asteroid
200 25 gtons 40d6 40” Small asteroid

kton: kiloton (1,000 metric tons)


mton: megaton (1 million metric tons)
gton: gigaton (1 billion metric tons)
Lift: The maximum amount of weight the character can usually just manage to lift off the ground, stagger with for a step or two, then drop, in kilograms
(1 kg = 2.2 pounds) or metric tons. This assumes a solid lifting surface; see text for various modifiers.
Damage: Normal Damage in HTH Combat
Leap: Running broad jump forward, distance in hexes. Running jumps upward and standing jumps are half this distance; standing jumps upward are
one-fourth this distance.
Examples: Where necessary, examples are typically rounded up to the next highest rating of lifting capacity. For the masses of some sample objects too
large to appear on this table, see page 103.

LIFTING MODIFIERS THROWING TABLE


Circumstance Modifier Throwing Running Standing Prone
Using only one hand (or half or less of -5 STR (i.e., half lifting Strength Throw Throw Throw
character’s manipulatory limbs capacity) 0 0” 0” 0”
3 2” 1” ½”
Nature of object lifted 5 4” 2” 1”
Weight shifts frequently -1 to -10 STR 8 6” 3” 1½”
Object is bulky or poorly balanced -1 to -10 STR 10 8” 4” 2”
13 10” 5” 2½”
Grip
15 12” 6” 3”
Good grip -0 STR 18 14” 7” 3½”
Poor grip -3 to -10 STR 20 16” 8” 4”
Very poor grip -10 to -20 STR (or worse) 23 18” 9” 4½”
Lifting surface 25 20” 10” 5”
Solid/strong surface -0 STR 28 22” 11” 5½”
30 24” 12” 6”
Weak surface -5 to -10 STR
33 26” 13” 6½”
Very weak surface -10 to -20 STR (or worse) 35 28” 14” 7”
Character’s balance 38 30” 15” 7½”
Character is well-balanced -0 STR 40 32” 16” 8”
Character is slightly off balance -3 to -5 STR 43 34” 17” 8½”
Character is severely off balance -5 to -10 STR 45 36” 18” 9”
Character is completely off balance -10 to -20 STR (or worse) 48 38” 19” 9½”
50 40” 20” 10”
Surface: The solidity/strength required of the surface on which a character’s standing 53 42” 21” 10½”
can vary depending on what he’s lifting — the heavier the object, the more stable and 55 44” 22” 11”
solid the surface needs to be to support him. 58 46” 23” 11½”
60 48” 24” 12”
Balance: The GM can also use “balance” factors to represent poor footing or like circum- 63 50” 25” 12½”
stances — any environmental condition (other than surface solidity) that might prevent 65 52” 26” 13”
the character from exerting his full STR. If appropriate, the GM may have the character 68 54” 27” 13½”
make a DEX Roll to determine how well balanced or “planted” he is. (Similarly, he may 70 56” 28” 14”
require a DEX Roll to determine how good a grip the character has on an object.) 73 58” 29” 14½”
75 60” 30” 15”
78 62” 31” 15½”
80 64” 32” 16”
83 66” 33” 16½”
85 68” 34” 17”
88 70” 35” 17½”
90 72” 36” 18”
93 74” 37” 18½”
95 76” 38” 19”
98 78” 39” 19½”
100 80” 40” 20”
142 HERO System 5th Edition, Revised

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
ARMOR Reinforced Leather Armors
Chainmails Studded Soft Leather 3 1 7.0
Chainmail 18 6 20 Ring Armor (Soft Leather) 9 3 14.0
Double Mail/Bar Mail 21 7 28 Bezainted Soft Leather 9 3 14.0
Reinforced Chainmail 21 7 28 Jazeraint Soft Leather 9 3 14.0
Cloth And Hide Armors Studded Heavy Leather 6 2 10.0
Heavy Cloth 3 1 3.5 Ring Armor (Heavy Leather) 12 4 20.0
Padded Cloth 6 2 5.0 Bezainted Heavy Leather 12 4 20.0
Woven Cord 6 2 5.0 Jazeraint Heavy Leather 12 4 20.0
Heavy Animal Hides 9 3 7.0 Studded Cuir-Bouilli 9 3 14.0
Leather Armors Ring Armor (Cuir-Bouilli) 15 5 28.0
Soft Leather 3 1 3.5 Bezainted Cuir-Bouilli 15 5 28.0
Heavy Leather 6 2 5.0 Jazeraint Cuir-Bouilli 15 5 28.0
Cuir-Bouilli (Boiled Leather) 9 3 7.0 Scale Mails
Plate Armors Brigandine 12 4 20.0
Plate And Chain 21 7 28.0 Lamellar (Splint Armor) 15 5 28.0
Plate Armor 21 7 28.0 Banded Mail 18 6 40.0
Field Plate Armor 21 7 28.0
Full Plate Armor 24 8 40.0 CLOTHING
Reinforced Leather Armors Baldric 1 2 0.4
Studded Soft Leather 3 1 3.5 Belt 1 2 0.2
Ring Armor (Soft Leather) 9 3 7.0 Boots
Bezainted Soft Leather 9 3 7.0 Hard, High 2 2 0.8
Jazeraint Soft Leather 9 3 7.0 Hard, Normal 2 2 0.5
Studded Heavy Leather 6 2 5.0 Soft, High 1 1 0.3
Ring Armor (Heavy Leather) 12 4 10.0 Soft, Normal 1 1 0.1
Bezainted Heavy Leather 12 4 10.0 Cape
Jazeraint Heavy Leather 12 4 10.0 Heavy 1 1 1.0
Studded Cuir-Bouilli 9 3 7.0 Light 1 1 0.5
Ring Armor (Cuir-Bouilli) 15 5 14.0 Dress/Gown
Bezainted Cuir-Bouilli 15 5 14.0 Heavy 1 1 1.0
Jazeraint Cuir-Bouilli 15 5 14.0 Light 1 1 0.5
Scale Mails Gloves 1 1 0.2
Brigandine 12 4 10.0 Hat
Lamellar (Splint Armor) 15 5 14.0 Heavy 1 1 0.1
Banded Mail 18 6 20.0 Light 1 1 0.05
Loincloth 1 1 0.01
BARDING Pants
Chainmails Heavy 1 1 0.2
Chainmail 18 6 40 Light 1 1 0.1
Double Mail/Bar Mail 21 7 56 Pouch, Belt
Reinforced Chainmail 21 7 56 Large 1 2 0.3
Cloth And Hide Armors Small 1 2 0.2
Heavy Cloth 3 1 7.0 Robe
Padded Cloth 6 2 10.0 Heavy 1 1 1.2
Woven Cord 6 2 10.0 Light 1 1 0.6
Heavy Animal Hides 9 3 14.0 Shirt
Leather Armors Heavy 1 1 1.0
Soft Leather 3 1 7.0 Light 1 1 0.5
Heavy Leather 6 2 10.0 Shoes 1 1 0.3
Cuir-Bouilli (Boiled Leather) 9 3 14.0 Slippers/Moccasins 1 1 0.02
Plate Armors Spacesuit 3 2 30
Plate And Chain 21 7 56.0 Tabard 1 1 0.02
Plate Armor 21 7 56.0 Tunic
Field Plate Armor 21 7 56.0 Heavy 1 1 1.0
Full Plate Armor 24 8 80.0 Light 1 1 0.5
Vestments, priestly 2 1 2.0
The Ultimate Brick 143

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
DOORS Throne
Assumes an average-sized door a little more than Wooden 4 3 25
1” tall and about ½” wide. Stone 5 4 100
Airlock door 7 8 200
Iron/Steel GATES
Light 5 5 50 Drawbridge (over a moat)
Average 6 5 60 Heavy Wood 7 5 Varies
Strong 7 6 75 Heavy Wood, Metal-Banded 8 6 Varies
Stone Thick/Heavy Metal 9 9 Varies
Light 4 4 40 Gate, Metal
Average 5 5 50 Thin/Light Metal 9 7 Varies
Strong 7 5 60 Average Metal 10 8 Varies
Wooden Thick/Heavy Metal 11 8 Varies
Light 3 2 10 Gate, Wooden
Average 4 3 20 Thin/Light Wood 5 3 Varies
Strong 5 4 30 Average Wood 6 4 Varies
Wooden, Metal-Banded Thick/Heavy Wood 7 4 Varies
Light 4 3 15 Gate, Wooden with Metal Banding
Average 5 4 25 Thin/Light Wood 6 4 Varies
Strong 6 5 40 Average Wood 7 4 Varies
Vault, bank, walk-in 16 16 87,500 Thick/Heavy Wood 8 5 Varies
Gate Reinforcement
FOOD AND DRINK Wooden +3 +2 Varies
Meat Metal +4 +3 Varies
1 shoulder 1 0 0.4 Portcullis, Wooden
1 side of beef 4 0 130 Thin/Light Wood 4 3 Varies
Pipe, smoking 1 0 0.01 Average Wood 5 4 Varies
Rations (1 day) 1 0 0.2 Thick/Heavy Wood 6 5 Varies
Tobacco (1 pouch) 1 0 0.02 Portcullis, Metal
Thin/Light Metal 6 7 Varies
FURNISHINGS, INTERIOR Average Metal 7 8 Varies
Bar Stool 3 3 5.0 Thick/Heavy Metal 8 8 Varies
Bench, Wooden
Small 2 3 10 LIVESTOCK AND ANIMALS
Medium 3 3 15 See The HERO System Bestiary for information
Large 4 3 20 about animals, and BODY and defenses for many
Candelabra 2 4 3.0 other creatures.
Chandelier Bit, bridle, and tack 1 2 0.5
Wooden 6 3 15 Bull 22 2 600
Metal 5 5 15 Cat, Domestic 5 0 4.2
Display Case (per 1” of size) 4 2 30 Chicken 3 0 3.0
Furniture (per 1” of size) Cow 16 2 450
Light Wood 3 3 Varies Dog
Heavy Wood 5 4 Varies Guard 9 0 25
Plastic 3 2 Varies Hunting 9 0 25
Steel-Reinforced 5 5 Varies Pet 5 0 12
Glass (one pane) War 12 0 30
Regular 1 1 2.0 Donkey or mule 13 1 350
Reinforced 1 2 2.3 Elephant 30 2 4,500
Hearth/fireplace 10 5 500 Feed, Horse (per day) 5 0 5.0
Mantel 3 3 50 Horse
Pillar/Column, Draft Horse 18 1 800
Stone (1” wide, 3” tall) 57 5 52,812 Pony 13 1 350
Post, Wooden (1” long) 4 3 12 Riding Horse 15 1 600
Railing, Stairway (per 1”) Warhorse, Heavy 18 1 800
Light 3 3 10 Warhorse, Light 16 1 600
Heavy 6 3 25 Warhorse, Medium 17 1 700
Sconce 2 4 1.0 Pig 12 2 100
Table, Wooden Pigeon, Carrier 2 0 0.3
Small (1” sq.) 4 4 30 Saddle
Medium (2” sq.) 5 4 80 Military 6 2 15.0
Large (3”+ sq.) 6 4 200+ Pack 3 2 7.0
Tapestry Riding 4 2 12.0
Small (1” sq.) 6 1 25 Saddlebags 3 2 3.0
Medium (2” sq.) 9 1 50
Large (3”+ sq.) 12 1 100
144 HERO System 5th Edition, Revised

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
MISCELLANEOUS OBJECTS Glassware, laboratory
Acid (one glass flask) 1 1 0.3 (per piece) 1 1 0.1
Altar 6 5 75 Goblet
Anvil 10 7 115 Crystal 1 1 0.1
Backpack 3 2 1.8 Glass 1 1 0.1
Barrel (wooden) 5 3 10 Gold 2 3 0.3
Basket (wicker) 1 1 .01 Silver 2 3 0.2
Bell Grappling hook 3 3 1.8
Large 6 5 30.0 Herbs and plants
Small 2 5 1.0 Belladonna (1 bunch) 1 0 0.01
Tiny 1 3 0.03 Garlic (1 clove) 1 0 0.01
Block and tackle 3 3 2.0 Holly (1 bunch) 1 0 0.01
Board (1” long) Mistletoe (1 bunch) 1 0 0.01
2x4 2 3 4.0 Wolfsbane (1 bunch) 1 0 0.01
4x4 4 3 8.0 Holy Symbol
Book, blank Iron 1 4 0.1
Large 2 1 4.0 Silver 1 4 0.1
Small 1 1 1.5 Wooden 1 3 0.03
Bottle Holy Water (1 glass flask) 1 1 0.3
Clay 1 1 1.0 Hourglass 1 1 0.5
Glass 1 1 1.0 Iron Maiden 8 4 200
Steel 3 5 2.0 Ladder (2” long)
Brazier 3 3 1.0 Metal 5 5 15.0
Brick (single) 2 5 2.0 Wooden 4 3 5.0
Bucket 2 3 0.8 Lamp post (breakaway) 3 5 200
Camping/Outdoor Gear Lantern
Bedroll 1 1 1.0 Bullseye 2 3 1.0
Blanket 1 1 0.5 Hooded 2 3 0.9
Camp bed 3 3 13.0 Locks
Hammock 1 1 1.4 Poor quality 1 2 0.2
Tent, canvas 1 1 8.0 Average quality 1 2 0.3
Pavilion 3 1 40.0 Above Average quality 1 2 0.3
Candle 1 0 0.01 High quality 2 2 0.3
Case Very high quality 2 2 0.4
Metal 3 5 1.0 Superb quality 2 3 0.5
Wooden 3 3 0.6 Padlock
Chain (1 meter) 4 5 2.0 Regular 2 5 .4
Chalk (1 piece) 1 1 0.01 Heavy 5 5 1.3
Chamber pot 2 2 1.0 Magnifying glass 1 1 0.04
Chest Mailbox
Large, Metal 5 5 10.0 Freestanding urban 4 5 18
Large, Wooden 5 3 4.0 Residential 2 4 1.3
Small, Metal 4 5 5.0 Manacles
Small, Wooden 4 3 3.5 Poor quality 3 5 0.8
Cinderblock (single) 3 5 5.0 Average quality 3 5 1.0
Climbing gear (other than Above Average quality 3 5 1.3
rope, grappling hook) 2 3 0.2 High quality 3 5 1.5
Clock 3 3 4.0 Very high quality 3 5 1.8
Compass 1 1 0.02 Superb quality 3 5 2.0
Computer, personal 2 2 19 Mirror, Small
Cooking Gear Silver 1 3 0.07
Kettle, iron 4 5 12.0 Silvered glass 1 1 0.05
Pan, iron 2 5 2.0 Steel 1 5 0.1
Pot, iron 3 5 4.3 Mug/tankard
Control console (per hex) 4 4 100 Clay 1 1 0.03
Crate, wooden (1” square) 7 4 20 Pewter 2 3 0.1
Disguise kit (10 disguises’ worth)1 0 0.1 Musical Instruments
Drum, 55-gallon, steel 6 4 20 Drum, Large 3 3 3.0
Firewood (1 day’s worth) 2 3 8.0 Drum, Small 2 3 1.0
Fishing Gear Fiddle 2 2 1.0
Hook and line 1 1 0.01 Harp, Large 4 3 12.0
Net (4” square) 2 2 2.5 Harp, Small/Lapharp 3 3 5.0
Flask Lute 3 3 3.5
Clay 1 1 0.8 Lyre 3 3 3.0
Glass 1 1 0.8 Mandolin 3 3 3.5
Steel 3 5 1.6 Pipes, Metal 2 4 0.3
Flint and steel 1 1 0.01 Pipes, Wooden/Recorder 2 3 0.1
The Ultimate Brick 145

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
MISCELLANEOUS OBJECTS Bridge
Musical Instruments Small 21 9 1.6 ktons
String (any stringed instrument) 1 0 — Large 27 9 100 ktons
Zither 3 3 3.5 Bushes 2 2 4.0
Needle, iron/steel 1 1 — Cobblestone, single 4 4 0.2
Oil (1 liter, in clay bottle) 2 1 0.5 Dirt (per hex) 10 0 8,743
Pedestal/Dais Flagpole (breakaway) 2 4 30
Small 6 5 200 Garden tool (rake, hoe,
Medium 10 5 300 or the like) 1 2 3.0
Large 15 5 400 I Beam (per 2m length) 8 9 100
Pick (mining) 5 4 4.5 Manhole cover 5 9 67
Pole Railroad tracks (1” long) 5 4 50
Metal (1” long) 4 5 4.0 Roadway (1” broad, .25” thick) 11 5 3,925
Wooden (2” long) 4 3 1.8 Stone (per hex) 19 5 17,604
Rack (torture instrument) 11 4 Stone Garden Ornament 4 5 100
Rope Telephone booth 6 2 30
Hair (8”) 3 2 5.0 Telephone pole
Hemp (8”) 2 2 5.0 (average, wooden) 5 3 1,867
Silk (8”) 3 2 2.5 Trash can
Sack, leather 2 2 0.3 Plastic 4 2 2.5
Scale, small 2 4 2.0 Metal 4 4 4.0
Shovel/spade 3 4 3.0 Trees
Signet ring 1 3 — Small tree (less than 1”) 5 4 10-30
Skull, human 1 2 2.0 Medium tree (less than 5”) 8 5 31-999
Soap (per cake) 1 0 0.01 Large tree (5” or more) 11 5 1,000+
Spike, iron 2 5 0.5 Vendor’s cart 8-12 3 120
Spyglass 1 1 0.5
Statue (human-sized) SHIELDS
Clay 6 2 100 Buckler
Wooden 7 3 150 Wooden 2 3 1.0
Stone 8 4 200 Metal 2 5 2.0
Metal 9 5 300 Spiked Buckler
Surgical tools Wooden 3 3 2.0
Instruments 2 2 0.5 Metal 3 5 3.0
Supplies (10 patients’ worth) 1 0 0.1 Small
Thieves’ Tools 1 1 0.1 Wooden 3 3 2.0
Tools Metal 3 5 3.0
Chisel 2 5 0.5 Medium
Crowbar 3 5 2.3 Wooden 4 3 4.0
Hammer 2 3 0.9 Metal 4 5 5.0
Nails (10) 1 2 0.2 Large
Saw 2 3 0.6 Wooden 6 3 6.0
Torch 2 3 0.3 Metal 6 5 7.0
Vial Tower
Clay 1 1 0.8 Wooden 7 3 8.0
Glass 1 1 0.8 Metal 7 5 10.0
Steel 3 5 1.6
Waterskin 1 1 0.04 SIEGE ENGINES
Whetstone 1 2 0.08 Ballista, Bolt (1) 4 3 3.0
Whistle, tin 1 1 0.01 Ballista, Stone (1) 5 9 4.0
Wire (2” long coil) 2 4 2.0 Ballista, Heavy (Bolt) 7 5 90
Writing Supplies Ballista, Light (Bolt) 4 4 60
Ink (1 ounce, in glass vial) 1 1 0.4 Ballista, Light (Stone) 4 4 60
Paper (1 sheet) 1 0 — Battering Ram 8 5 45
Parchment (sheet) 1 0 — Catapult 9 5 2 tons
Pen, writing 1 1 0.01 Dropped Rock 5 9 20
Quill 1 0 — Mangonel, Onager 7 5 1 ton
Sealing wax (.5 kg) 1 1 0.5 Siege Tower 12 4 6.4 tons
Vellum (1 sheet) 1 0 — Spring Engine 7 5 1.5 tons
Trebuchet, Heavy 12 5 12.5 tons
OUTDOOR OBJECTS Trebuchet, Light 9 5 6.4 tons
Awning (1” long) 1 3 10
Boulder (single)
Small (.25 cubic hex) 7 5 4,401
Medium (.5 cubic hex) 13 5 8,802
Large (1 cubic hex) 20 5 17,604
146 HERO System 5th Edition, Revised

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
VEHICLES AND TRANSPORTATION Average 5 3 Varies
See The Ultimate Vehicle and The HERO System Large/Thick 8 4 Varies
Vehicle Sourcebook for information about vehicles,
including BODY, DEF, and mass WALLS, INTERIOR
Airplane For materials listed under “Walls, Exterior,” use
Jetfighter 18 7 12,500 the Thin/Small version
Jetliner 24 5 66,000 Armored
Civilian two-seater 16 4 750 Small/Thin 6 13 Varies
Automobile Average 7 13 Varies
Compact 13 3 800 Large/Thick 8 13 Varies
Four-door 14 3 1,600 Cubicle Wall
Luxury 16 3 2,400 Small/Thin 2 1 Varies
Bulldozer 25 5 100,000 Average 3 1 Varies
Cart 8 4 100 Large/Thick 4 1 Varies
Chariot 12 3 80 Plaster/Sheetrock
Helicopter Small/Thin 3 2 Varies
Civilian 18 4 1,600 Average 4 2 Varies
Military 20 10 3,800 Large/Thick 5 2 Varies
Ship Starship
Aircraft carrier (loaded) 40 12 100 ktons Small/Thin 5 8 Varies
Container ship 31 5 200,000 Average 6 8 Varies
Destroyer 30 11 10 ktons Large/Thick 7 8 Varies
Sailing (e.g., brig, carrack) 22 4 400,000
Speedboat 19 3 1,600 WEAPONS
Submarine, nuclear 27 9 19 ktons Axe
Yacht, luxury 20 4 15,000 Axe, Battle 6 4 1.6
Yacht, sailing 18 4 6,400 Axe, Francisca 5 4 1.2
Sled/sledge 13 3 160 Axe, Great 8 4 2.1
Tank, main battle 25 19 50,000 Axe, Hand (Hatchet) 3 4 0.6
Train (locomotive) 20 5 67,000 Axe, Small 4 4 0.9
Wagon 13 4 150 Blowgun
Blowgun 2 2 0.1
WALLS, EXTERIOR Blowgun Darts (10) 1 1 .03
Brick Bows
Thin/Small 8 5 Varies Arrows, Normal (10) 1 1 0.4
Average 9 5 Varies Arrows, Blunt (10) 1 1 0.4
Large/Thick 10 6 Varies Arrows, AP (10) 1 1 0.4
Cement/Concrete Bow, Heavy 2 3 1.1
Thin/Small 10 5 Varies Bow, Light 2 3 1.0
Average 11 5 Varies Bow, Medium 2 3 1.0
Large/Thick 12 6 Varies Bow, Very Heavy 2 3 1.2
Fences Bow, Very Light 2 3 0.9
Chain-Link 2 5 Varies Longbow, Heavy 3 3 1.3
Wood Plank 3 3 Varies Longbow, Light 3 3 1.1
Split-Rail 4 3 Varies Longbow, Medium 3 3 1.2
Logs Longbow, Very Heavy 3 3 1.4
Small/Thin 6 4 Varies Clubs
Average 7 4 Varies Baton/Shillelagh 4 3 1.2
Large/Thick 10 5 Varies Club 5 3 1.5
Metal Club, Great 7 3 2.0
Thin/Small 15 9 Varies Club, War 6 3 1.8
Average 17 9 Varies Stick 3 3 0.9
Large/Thick 19 10 Varies Crossbows
Peat Brick Arbalest 6 4 8.0
Small/Thin 3 2 Varies Bolts, Normal (10) 1 1 0.4
Average 4 2 Varies Bolts, Blunt (10) 1 1 0.4
Large/Thick 6 2 Varies Bolts, AP (10) 1 1 0.4
Stone, Rubble Fill Crossbow, Heavy 5 4 6.4
Thin/Small 12 6 Varies Crossbow, Light 4 4 1.6
Average 13 6 Varies Firearms, Early
Large/Thick 15 7 Varies Bullets (10) 1 4 0.6
Stone, Solid Gunpowder (1 pint) 1 1 0.1
Thin/Small 10 5 Varies Handcannon, Small 3 5 2.0
Average 11 6 Varies Handcannon, Large 5 5 2.6
Large/Thick 12 7 Varies Matchlock Rifle 5 3 1.6
Wood Planks Matchlock Pistol 4 3 1.0
Small/Thin 4 3 Varies Wheellock Rifle 5 3 1.5
Wheellock Pistol 4 3 1.0
The Ultimate Brick 147

EXPANDED OBJECT TABLE


Item BODY DEF Mass* Item BODY DEF Mass*
Firearms, Early Pole Axe 5 4 2.2
Wheellock Pistol 4 3 1.0 Ranseur 5 3 2.0
Firearms, Modern Spear, Long 6 3 2.2
Machine gun 8-10 4 12.5-22.0 Spear, Medium 5 3 2.0
Pistol 3-4 4 1.0 Spear, Short 4 3 1.7
Rifle, normal 5-7 4 4.0 Trident 5 4 1.5
Rifle, assault 6-9 4 6.4 Voulge 5 3 2.1
Submachine gun 4-5 4 3.2 Quarterstaff 4 3 1.0
Flails Slings
Flail 4 4 2.0 Bullets (10) 1 4 0.6
Flail, Battle 5 4 2.2 Sling 2 2 0.3
Flail, Bladed 4 4 2.0 Sling, Small 1 2 0.1
Flail, Large 5 4 2.3 Staff Sling (Fustibal) 3 2 0.4
Flail, Military 4 4 2.0 Swords And Knives
Flail, War 4 4 2.6 Cinquedea, Long 5 5 1.3
Flail, War, Large 4 4 3.0 Cinquedea, Short 5 5 1.2
Morningstar 4 4 1.5 Dagger/Dirk 3 5 0.8
Hammers Falchion 4 5 1.5
Hammer 5 4 1.3 Knife 2 5 0.4
Hammer, Small 4 4 1.0 Main Gauche 3 5 0.8
Hammer, War 5 4 2.0 Rapier 5 5 1.0
Lances Scimitar/Tulwar 5 5 1.1
Lance, Light 6 3 4.0 Stiletto 3 5 0.7
Lance, Medium 7 3 6.0 Sword, Bastard 6 5 1.7
Lance, Heavy 9 3 8.0 Sword, Broad/Long 5 5 1.2
Maces Sword, Great 7 5 3.5
Mace 5 5 1.5 Sword, Short 5 5 1.1
Mace, Great 6 5 2.0 Sword, Small 3 5 0.9
Mace, Small 4 5 1.3 Thrown Weapons
Maul 5 5 2.5 Shuriken/Darts (10) 1 5 0.4
Picks Throwing Club (1) 3 3 0.4
Pick 4 5 1.3 Throwing Knife (1) 2 5 0.5
Pick, Great 6 5 1.5 Whip 2 2 0.3
Pick, Military 5 5 1.4 *: Masses are in kilograms, and are estimates. An object’s
Pick, Small 4 5 1.0 mass may vary based on the materials used, the size of
Poison (1 dose, in glass vial) 1 1 0.2 the object, and other factors. For example, in some Star
Pole Arms Hero games, the weight of an object may be significantly
Awl Pike 5 3 2.0 lower due to the lightweight, high-tech materials used in
Glaive 6 3 2.1 such settings.
Guisarme 6 3 2.1
Halberd 6 4 2.3 See Fantasy Hero for more information about armor,
Javelin 4 3 0.8 barding, weapons, and like items, The HERO System Besti-
Military Fork 5 3 1.8 ary for more information about animals, and The Ulti-
Partisan 5 3 2.0 mate Vehicle and The HERO System Vehicle Sourcebook
Pike 6 3 2.2 for more information about vehicles.
148 HERO System 5th Edition, Revised

REALISTIC THROWING TABLE I


1,000 feet 1 Mile 10 Miles
STR Lift (152”) (804.5”) (8,045”) Orbital
40 6.4 tons 1.2 tons 502 kg 159 kg —
45 12.5 tons 2.3 tons 980 kg 310 kg —
50 25 tons 4.5 tons 2 tons 620 kg 22 kg
55 50 tons 9 tons 3.9 tons 1.2 tons 45 kg
60 100 tons 18 tons 7.8 tons 2.5 tons 89 kg
65 200 tons 36 tons 16 tons 5 tons 179 kg
70 400 tons 73 tons 31 tons 10 tons 357 kg
75 800 tons 145 tons 63 tons 20 tons 714 kg
80 1.6 ktons 290 tons 125 tons 40 tons 1.4 tons
85 3.2 ktons 581 tons 251 tons 79 tons 2.9 tons
90 6.4 ktons 1.2 ktons 502 tons 159 tons 5.7 tons
95 12.5 ktons 2.3 ktons 980 tons 310 tons 11 tons
100 25 ktons 4.5 ktons 2 ktons 620 tons 22 tons
To find the the mass a character can throw for each of these distances for other STR rat-
ings, divide the maximum amount the character can lift by the following numbers:
5.5 for 1,000 feet
12.75 for 1 Mile
40.3 for 10 Miles
1,120 for Orbital (escape velocity)
These calculations assume a one second application of force and a 45 degree angle
throw, and do not take air friction into account.

REALISTIC THROWING TABLE II


STR Lift 100 Kg 1 Ton 5 Tons 10 Tons 50 Tons 100 Tons
40 6.4 tons 20,480” 205” 8” — — —
45 12.5 tons 78,125” 781” 31” 8” — —
50 25 tons 312,500” 3,125” 125” 31” — —
55 50 tons 1.25 mil” 12,500” 500” 125” — —
60 100 tons 5 mil” 50,000” 2,000” 500” 20” —
65 200 tons 20 mil” 200,000” 8,000” 2,000” 80” 20”
70 400 tons 80 mil” 800,000” 32,000” 8,000” 320” 80”
75 800 tons 320 mil” 3.2 mil” 128,000” 32,000” 1,280” 320”
80 1.6 ktons 1.3 bil” 12.8 mil” 512,000” 128,000” 5,120” 1,280”
85 3.2 ktons 5.12 bil” 51.2 mil” 2.05 mil” 512,000” 20,480” 5,120”
90 6.4 ktons 20 bil” 2.05 bil” 8.2 mil” 2.05 mil” 81,920” 20,480”
95 12.5 ktons 78 bil” 780 mil” 31 mil” 7.8 mil” 312,500” 78,125”
100 25 ktons 310 bil” 3.1 bil” 125 mil” 31 mil” 1.25 mil” 312,500”
To find the the distance a character can throw each of these weights for other STR rat-
ings, divide the maximum amount the character can lift by the following numbers:
1. Take the maximum mass the character can left.
2. Divide by the mass the character wants to throw.
3. Square the result of Step 2.
4. Multiply by 5 to find the maximum throwing distance in hexes (or multiply by 10 for
meters).
Basically, each +5 STR quadruples the maximum throwing distance for a given mass,
and each doubling of mass quarters the throwing distance.
These calculations assume a one second application of force and a 45 degree angle
throw, and do not take air friction into account.
The Ultimate Brick 149

INDEX
Absolute Effects Rule .................34 Brick Flight (brick power) .........75 Dark Champions, bricks in .......26 Fastball Special ....................100-02
Absorbing Brick (brick Brick Tricks .................................49 Dashana (example character)... 136 Ferguson, Bill (example
archetype) ..................................23 Brick Tricks (example DCV, negative STR and..............17 character)................................ 134
Absorption (Power)....................34 powers) ................................49-86 Defense Powers ...........................33 Find Weakness (Power) .............38
Accident (brick background/ Brick Tricks Martial Art.............31 Defensive Powers ........................68 Flick Of Unconsciousness (brick
origin) ........................................19 Bricks, generally Demolisher’s Eye (brick power) ..55 power) ........................................56
Accidental Change Archetypes.................................23 Density Enhancement (brick Flight (Power) .............................38
(Disadvantage) ..........................47 Backgrounds .............................19 power) ........................................80 Focus (Limitation)......................45
Adjustment Powers ....................33 Basics..........................................19 Density Increase (Power) Fragile world, living in ............ 112
Adrenaline Surge Character creation ................5-86 Generally ...................................36 Frail bricks .......................... 27, 115
(brick power) ............................50 Genre By Genre ........................25 Effect on fastball special ....... 101 Freight Train (brick archetype) ...24
Advantages Personalities ..............................21 Density Powers ...........................80 Freight Train (brick power).......57
Generally ...................................43 Bricks And The Environment .. 103 Dependent NPC Gentle Giant (brick personality) .22
For STR ......................................18 Bricks In Combat........................88 (Disadvantage) .............................47 Ghost Touch (brick power) .......57
Affects Desolidified Brute (brick personality) ...........21 Der Westgote (example Giant (brick archetype)..............24
(Advantage) ...............................43 Buildings, breaking .................. 113 character)................................ 122 Giant’s Smash (brick power) .....57
Agile Brick (brick archetype) ....23 Bulletproof (brick power)..........70 Desolidification, effect on Gigantic Defense (brick power) ..84
Agile Haymaker (brick power) .51 Bully (brick personality) ............21 fastball special ........................ 101 Gigantic Eyes (brick power) ......85
Aid (Power) .................................35 Burgida (example character) .. 128 Determining Damage ................97 Gigantic Fists (brick power)......83
Alien (brick background/ Buried (brick power)..................54 Dexterity (Characteristic) .........27 Gigantic Legs (brick power) ......86
origin) ........................................19 Caber (example character) ..... 126 Differentiation of damage or Gigantic Muscles (brick
Analyze (Skill) .............................29 Campaigning with bricks ..87-118 throwing distance .................8, 16 power) ........................................83
Archetypes for bricks .................23 Can Take A Punch Disadvantages .............................47 Gigantic Physique (brick
Area Of Effect (Advantage) .......43 (brick power) ............................70 Dispel (Power) ............................37 power) ........................................84
Area Of Effect Can’t Hurt Me (brick power) ....70 Distance Punch (brick power) ..55 Gigantic Resilience (brick
(Combat Modifier) ...................89 Casual STR ....................................6 Distance Throw (brick power) ..56 power) ........................................85
Armful (brick power) ................77 Catching thrown objects............16 Distance, throwing .....................15 Gigantic Size (brick power) .......82
Armor Plating (brick power) ....68 Causal Effectiveness Distinctive Features Gigantic Swing (brick power) ...84
Armsweep (brick power) ...........51 (brick power) ............................54 (Disadvantage) ..........................47 Gigantic Toughness (brick
Artificial Brick (brick Champions, bricks in .................26 Divine Avatar (brick archetype) ..24 power) ........................................85
archetype) ..................................23 Character creation ..................5-86 Does Knockback (Advantage) ..43 Gladiator’s Eye (brick power)....57
Asteroids, mass of .................... 103 Characteristics ............................27 Door-Smashing Fists (brick Grab (Combat Maneuver) .........91
Attached objects, tearing free ...105 Characters as weapons ...............99 power) ........................................56 Gravity ...................................... 116
Augmented Defenses Characters, example .........119-137 Double Knockback Grond (example character) .... 120
(brick power) ............................82 Charges (Limitation) ....................8 (Advantage) ...............................43 Growth (Power) ..........................38
Augmented Haymaker Choke Hold (Combat Drain (Power) .............................37 Growth, effect on fastball
(brick power) ............................51 Maneuver) .................................91 Duplication, effect on fastball special ..................................... 101
Augmented Strength Climbing (Skill) ..........................29 special ..................................... 101 Growth Powers ...........................82
(brick power) ............................80 Coal Into Diamonds Dust Storm (brick power) .........56 Hand-To-Hand Attack (Power) ..39
Autofire (Advantage) .................43 (brick power) ............................77 Ego (Characteristic) ...................27 Handholds (brick power) ..........75
Backgrounds for bricks ..............19 Collateral damage caused by Elemental Controls.....................46 Hardened (Advantage) ..............33
Barrier Penetration large characters ...................... 114 Encumbrance (Combat Harder You Hit Me, The
(brick power) ............................51 Combat, bricks in .......................88 Modifier) ...................................89 Stronger I Get (brick power) ..78
Basics Of Breakage .................. 103 Combat Maneuvers ....................90 Endurance (Characteristic) .......28 Haymaker (Combat Maneuver) .95
Bearhug (brick power) ...............52 Combat Modifiers ......................89 Endurance cost Healing (Power) ..........................40
Beast (brick personality)............21 Combat Piloting (Skill) ..............29 For Leaping ...........................7, 14 Healing Powers ...........................74
Big Wrap-Up, The Combat Skill Levels (Skill) ........29 For STR ..................................7, 43 Heavy (Physical Limitation) .....36
(brick power) ............................52 Combined STR .............................6 Endurance Limitations Heavy Brick (brick archetype) ..24
Bill Ferguson Comeliness (Characteristic) ......27 (Limitation) ...............................45 Hired Muscle (brick
(example character) .............. 134 Comin’ Through (brick power) .54 Energy Defense personality) ...............................22
Block (Combat Maneuver)........90 Commando (brick archetype) ..23 (Characteristic) .........................27 Hoist (new Skill) .........................30
Body (Characteristic) .................27 Concealment (Skill) ...................30 Enraged/Berserk Hunted (Disadvantage)..............48
Body of various substances, Constitution (Characteristic) ....27 (Disadvantage) ..........................47 I Can See For Miles And Miles
mass of .................................... 107 Crack The Whip (brick power) .. 54 Environment, bricks and the .. 103 (brick power) ............................77
Body Of Metal (brick power)....68 Crush You! (brick power) ..........80 Example powers ....................49-86 I Ignore Your Puny Energy Blast
Body Of Stone (brick power) ....68 Crushing damage................99-100 Expanded Object Table ....107-112 (brick power) ............................71
Boxer’s Flurry (brick power) .....53 Crushing Grip (brick power) ....55 Expanded Strength Table.....10-13 Impressiveness (brick power) ...84
Bracing (brick power) ................69 Damage Explosion (Advantage) ..............43 Improvised Weaponry (brick
Breakfall (Skill) ...........................29 From STR ..............................8, 17 Explosion (Combat Modifier) ..89 power) ........................................58
Breaking (brick power) ..............53 Throwing ...................................16 Extra Limbs (Power) ..................37 Incremental STR ...........................6
Breaking Things ....................... 103 Damage Reduction (Power) ......36 Fantasy, bricks in.........................25 Insta-Barrier (brick power) .......71
Breakout (brick power) ..............69 Damage Resistance (Power) ......36 Fast Healer (brick power) ..........74 Intelligence (Characteristic) ......27
150 HERO System 5th Edition, Revised
Intimidation (brick power) .......58 Generally ...................................41 Rapid Haymaker (brick power) ..62 (brick power) ............................76
Introduction ..................................4 Effect on fastball special ....... 101 Realism, Strength and....4, 9, 114-15 Super-Strong Breath (brick
Invisible Power Effects Multipowers ................................46 Realistic Uses Of Strength ...... 114 power) ........................................65
(Advantage) ...............................43 Muscle-Tearing Grip (brick Really Deep Breath (brick Super-Strong Legs (brick
Invulnerability.............................34 power) ........................................59 power) ........................................79 power) ........................................76
Irresistible Strength (brick Mutant (brick background/ Recovery (Characteristic) ..........28 Super-Strong Senses (brick
power) ........................................58 origin) ........................................20 Reduced Endurance (Advantage) power) ........................................77
It’s Like Hitting A Brick Wall Negative Strength .......................17 Generally ...................................44 Super-Wrestler’s Grip (brick
(brick power) ............................71 Nice Try, Little Man (brick For STR ........................................8 power) ........................................65
Item Of Power (brick power) ........................................85 Reputation (Disadvantage) .......48 Superhero genre, bricks in .........26
background/origin) ..................19 No Conscious Control Reputation (Perk) .......................32 Supertough Body (brick power) .72
Johnny Kwon (example (Limitation) ...............................45 Requires A Skill Roll Supertough Form I
character)................................ 132 No Normal Defense (Limitation) ...............................45 (brick power) ............................73
Just Catching My Breath (brick (Advantage) ...............................44 Resilient Healing (brick power) ..74 Supertough Form II (brick
power) ........................................74 Numbing Grip (brick power)....60 Resistance (Talent) .....................32 power) ........................................73
Killing Attack — Objects, BODY and DEF Rhino Resilience (brick power)...72 Supertough Skin (brick power) ...73
Hand-To-Hand (Power) ..........40 of .........................................107-12 Ring The Bell (brick power) ......62 Susceptibility (Disadvantage) ...48
Knight (brick personality) .........22 Object Table, Expanded ...107-112 Rolling With A Punch (Combat Sweep (Combat Maneuver).......97
Knockback ...................................98 Off Hand (Combat Modifier) ...89 Maneuver) .................................97 Sygyl (example character) ...... 130
Knockback Resistance (Power).. 40 Offensive Powers ........................50 Rope Reach (brick power) .........62 Talents ..........................................32
Knowledge Skills (Skill) .............31 Ogre (example character) ....... 121 Scattershot (brick power) ..........63 Tear You Limb From Limb
Kwon, Johnny (example One-Man Army (brick power)....60 Science fiction, bricks in ............26 (brick power) ............................66
character)................................ 132 Only In Heroic Identity Scientist (brick personality) ......22 Tearing off attached objects
Lack Of Weakness (Power) .......40 (Limitation) ...............................45 Sensory Powers ...........................77 or pieces of objects ...........105-06
Large characters ....................38-39 Optional Expanded Growth Shake ’n’ Bake (brick power) .....63 Technology (brick background/
Last Stand (brick power) ...........59 Table ...........................................40 Shape Shift, effect on fastball origin) ........................................20
Layered Defenses ........................33 Orbital throwing ...................... 115 special ..................................... 101 Telekinesis (Power) ....................42
Leaping........................ 14, 115, 117 Ordinary Guy (brick Shockwave (brick power) ..........63 Ten men, strength of ..................10
Leaping (Power)..........................40 personality) ...............................22 Shrinking, effect on fastball Thematic Brick (brick
Life Support (Power) ..................41 Origins for bricks........................19 special ..................................... 102 archetype) ..................................25
Lifting .....................................9, 115 Other Combat Actions Side Effects (Limitation) ............45 Throwing Table ...........................15
Limitations ..................................45 And Effects ................................99 Size (Physical Limitation)....38-39 Throwing Things................ 15, 114
Limited Power (Limitation) ......45 Pain Tolerance (brick power)....71 Size damage, collateral ............ 114 Thud (brick power) ....................73
Linked (Limitation)....................45 Partial Strength, Endurance for ..7 Size, effect on Leaping ................14 Thunderclap (brick power) .......66
Living In A Fragile World ....... 112 Perks .............................................32 Skills .......................................29-32 Traditional Brick (brick
Magic (brick background/ Personalities for bricks ...............21 Solar system gravities .............. 116 archetype) ..................................25
origin) ........................................19 Physical Defense Speed (Characteristic) ...............28 Training (brick background/
Martial arts genre, bricks in ......25 (Characteristic) .........................27 Spreading An Attack (Combat origin) ........................................21
Martial Arts (Skill) .....................31 Physical Limitation Modifier) ...................................89 Tunneling (Power)......................42
Mass, effect on Leaping ..............14 (Disadvantage) ........36, 38-39, 48 Stealth (Skill) ...............................32 Ultimate Eye Gouge (brick
Masses Of Materials Table .. 104-06 Piercing Fist (brick power)........60 Stentorian Voice (brick power)....79 power) ........................................66
Mass of objects, the ................. 103 Planets, mass of/moving ......... 103 Stopping Moving Objects ..........88 Ultra-Impressive (brick power)...67
Materials, mass, BODY, and Plots seeds ................................ 118 Stratospheric Punch (brick Uppercut Supreme (brick
DEF of ................................104-06 Poke (brick power) .....................60 power) ........................................64 power) ........................................67
Mechanics (Skill) ........................31 Power Advantages.......................43 Stratospheric Throw (brick Variable Advantage
MegaLeaping ...............................41 Power Frameworks .....................46 power) ........................................64 (Advantage) ...............................44
MegaScale (Advantage) .......41, 43 Power Limitations ......................45 Strength (Characteristic) .......6-18 Warlord (brick personality) ......23
Metal Man (brick archetype) ....25 Power Modifiers..........................43 Strength Rolls ................................6 Warrior Brick (brick
Mile-Long Leaps (brick power) ..75 Power Skill: Brick Tricks Strength Table, Expanded ....10-13 archetype) ..................................25
Miscellaneous Powers ................77 (Skill)..........................................31 Stretching (Power) Weapon Size/Shape (Combat
Missile Deflection (Power) ........41 Powered Armor (brick Generally ...................................42 Modifier) ...................................90
Missileer (brick power)..............59 background/origin) ..................20 Effect on fastball special ....... 102 Weapons, characters as ..............99
Modern-day genre, bricks in .....26 Powers ..........................................33 Stronger Than A Locomotive Weightlifting.................. 8-9, 31-32
Monster Brick (brick archetype) .25 Powers, example ....................49-86 (brick power) ............................65 Where’s That Waterpipe?
Move By (Combat Maneuver) ..95 Presence (Characteristic) ..........27 Stun (Characteristic) ..................28 (brick power) ............................67
Move Through (Combat Professional Skill (Skill) .............32 Super-Dense Fists (brick White Rhino (example
Maneuver) .................................96 Psychological Limitation power) ........................................81 character)................................ 124
Movement (Disadvantage) ..........................48 Super-Dense Legs (brick Zero Gravity ............................. 117
Fastball special and ............... 101 Pulling A Punch (Combat power) ........................................82
Negative STR and .....................17 Maneuver) .................................97 Super-Digging (brick power) ....75
Movement Powers ......................75 Pulp genre, bricks in ...................26 Super-Leaping (brick power) ....76
Moving objects, stopping ...........88 Python’s Grip (brick power) ......61 Super-Physiology (brick
Multi-Limbed Combatant Rage-Augmented Strength power) ........................................79
(brick power) ............................59 (brick power) ............................61 Super-Punch (brick power).......65
Multiform (Power) Range Limitations (Limitation) . 45 Super-Strength Smash-Through

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