Foundations: The Brick
The Boulder pulled off a chunk of his skin, which instantly
regenerated, and hurled it at the firey figure hovering above, shouting
"Get down here, ya two-bit punk!" His target, Inferno, dodged the
stony missile and responded with a mocking laugh and a wave of flame. When the
smoke cleared, though, Boulder was unmarked besides some superficial soot.
Someone who can withstand massive attacks is a staple of many
genres. Whether it is a member of the party or a dangerous foe, someone who can
lift impressive weights and wade through heavy weapons fire adds dramatic flair
to the campaign. Looking at comics, movies, and television we can see that
supers range from puny to able to juggle planets! Monsters include those who toss
people like rag dolls to toppling skyscrapers and ocean liners. Building characters
at this power level, and not having them all look identical, can be daunting to
even experienced players. GURPS Supers offered example
templates to help and expanded Super
Effort on strength, yet the possible templates are endless and some still
consider strength and DR too expensive.
This post will review the issues and discuss powers and
tactics for playing this style of character. Finally, it offers a simple design
system so players and GMs can quickly build bricks. It requires Pyramid #3/83 Alternate GURPS IV for the
“Knowing Your Own Strength” article
to fully use.
The High Cost of ST
A common objection to these types of characters is that strength
costs too much for what it does once you get above human-centric levels. “Knowing Your Own Strength” and Super
Effort Lifting ST (GURPS Powers, p. 58), hereafter called Log
ST and Super ST respectively, address this. The price difference gets more
extreme at the higher levels so using a powerful super for a benchmark best
illustrates this. To lift 80 tons, you need ST 360 [3500], Super ST 33/320 [1020],
or Log ST 41 [310]. We see that Log ST is the cheapest for lifting heavy
weights. However it does lower damage for high levels of strength, which can be
addressed by adding Striking ST.
GURPS ST is linear so it takes massive levels to reach the superheroic levels of some comics characters. KYOS changes the lifting portion to logarithmic while keeping damage linear. This lets impressive lifting be possible without splattering foes, matching the comics. Also linear damage is better balanced against other attacks and DR.
Dishing It Out and Taking It
Dealing Damage
Comparing the cost of Log ST to Innate Attack we find strength is
not an efficient way to do massive damage. This makes sense since strength is
good for a variety of tasks. “Knowing Your Own Strength” suggests Log ST
is composed of Striking ST [1/level], Lifting ST [7/level], and HP [2/level]. How
does that compare to Basic ST? For thrust damage, Log ST 41 combined with Striking
ST 156 costs a total of 425 points. This gives us the same damage and far more
lifting ability than the same points would using the other methods.
Withstanding Damage
The other part of being a brick is the ability to shrug off
massive attacks. This can be achieved using a combination of HP, DR, and Injury
Tolerance: Damage Reduction.
• HP derive from mass but can also represent extra toughness or
even redundant organs.
• DR represents armor, tough skin or even force fields and is
great at ignoring attacks. However, it can get prohibitively expensive to
ignore very powerful attacks.
• Injury Tolerance: Damage Reduction (GURPS Powers p.53 and
p.118 – 119) effectively multiples your HP and can represent toughness, energy
absorbing or deflecting powers, or even incredibly fast healing.
The combination of HP and DR works well at the low end, and
Injury Tolerance: Damage Reduction is very effective at the higher end. It also
has the dramatic benefit of allowing the brick to be hurt by even weaker
attacks where DR is more of an all or nothing effect. Adding Cosmic, No Minimum
Damage, +50% on some or all of Injury Tolerance: Damage Reduction can reduce
weaker attacks to nothing. If some but not all levels of Injury Tolerance:
Damage Reduction have No Minimum Damage, use the part with the enhancement
first. If that is not enough to result in no injury, use all the levels to
determine HP lost.
Example: A brick hit with
two levels of Injury Tolerance: Damage Reduction with the No Minimum Damage
enhancement and another two levels without it takes 40 damage. Two levels of
Injury Tolerance: Damage Reduction divides damage by three which is more than 0
so use 40 divided by 5 (the value from four levels) instead. If this had been 2
damage it would have been rounded down to 0.
StART BOX
Supers with Size and Density Powers
Some supers can change their size, density, or both. Smaller,
lighter supers are more mobile, but not as tough as giants or large hunks of
rock or metal who may have problems getting into vehicles or buildings. Over 2,000
lbs. and they can’t use many elevators! For bricks who can alter their size and
density figure out the changes for each stage. For Growth or Shrinking every
two levels changes weight by a factor of 10 with odd levels adjusting the prior
step by * 3. A more exact formula is old weight *[(new height / old height) cubed]
= new weight. Increased HP from Growth should be purchased normally, though the
GM may allow free HP when using Extra Effort. GURPS Powers: The Weird
(p. 28) offers Denser Molecular Structure as an example of the effects and
values of different mass.
END BOX
Brick Tactics
The brick is a combatant able to both take and dish out damage. He
encourages foes to attack him rather than his more fragile teammates while giving
his side a chance to flank the enemy. He has several ways to accomplish this.
Punching: When punching not only does a
brick hit hard, his foes may have a hard time defending. Foes cannot parry
anything heavier than their BL (2*BL with a two-handed weapon). Under Log ST treat
an unarmed attackers blows as (HP/10) pounds for this purpose. Blocking may
result in damage to their shield (p. B484) or Overpenetration (p. B408) and even if that stops the blow it may
still cause knockback.
Grappling: Can’t (or won’t) punch through the
target? Then grab him! Grappling can immobilize a foe without hurting them,
keep them from using most attacks, hold them in place for target practice, and
move them around (Grab and Smash and Shoving People Around, GURPS
Martial Arts, p. 118). GURPS Technical Grappling can add
even more drama and nuance to the standard grappling rules (Trained Strength
uses the Log based bonus instead of the existing ones (p. 00).
START BOX
Converting Between Normal Strength and Log ST
Sometimes you will need to know what the equivalent value
would be if using normal strength, this would be ST = Log ST10 ¥ 10 to the
Power of (Log ST/10). Existing bonuses for ST from various sources need to be
changed to the new scale, use 20 ¥ Log [+1 (old modifier/10)] instead.
Examples of Converting a ST Bonus to a Log ST Bonus
Normal ST Mod Log ST mod Action
+1 +0 Sumo
Wrestling or Wrestling DX +1 bonus..
+2 +1 Sumo
Wrestling or Wrestling DX +2 bonus.
+3 or +4 +2 Maintain
Arm Lock or Leg Grapple vs. Break Free.
+5 +3 Maintain
a Choke Hold.
END BOX
Vehicles are even more
vulnerable to grappling. That car can’t get away if the tires are held off the
ground, and that tank is pretty helpless lying on its side or back. For double the
pleasure a foe can also be thrown at another foe. Heavily armored vehicles may
stop bullets or rockets but they are not designed against someone pulling off
things (tires, tracks, axles, gun barrels, turrets, etc.). Allowing Wrench Limb
to target wheels and axles can bypass parts of the targets armor. Another
tactic is Targeting Chinks in Armor
(p. B400).
Grappling attacks can sometimes bypass or reduce the effect of
armor. Covering someone’s nose and mouth can suffocate him (p. B436). Choke Holds (p. B404), especially blood
chokes that inflict fatigue can also be very effective, though you must be able
to overcome the target’s neck DR.
Throwing: A strongman can throw anything he
can lift, which is up to 8 * BL. The optimum object for throwing weighs between
BL/2 to BL for thrust, +1 per die damage (see Throwing, p. B355). For very heavy objects, consider the Collision And Falls rules instead (pp. B430-432).
Note that with Log ST knockback is changed to a contest of damage vs. ST-2,
with the victim being knocked back margin of failure in yards. Bricks can throw
some pretty heavy stuff, including things too heavy for opponents to parry or
block. If an object is large enough (generally SM +1 or more above the target),
the attacker may use the rules for Attacking an Area (p. B414), gaining a +4
bonus to hit and preventing their opponent from using any defense except Diving
for Cover (p. B377) and denying them Defense Bonuses from shields, cloaks, etc.
Bulky objects can also pin (or bury!) someone who is smaller than
they are. Someone under an object can use an Attack maneuver to shove up to BL
* 12 aside, with heavier objects possibly taking several maneuvers. Anything
over BL * 50 is effectively immobilizing.
Jumping: Impressive leaping is a staple in comics, and as it
can leverage strength is a perfect fit for bricks. When jumping with
traditional strength the Optional Jumping Rules (p. B352) work well. However
with Log ST we need to change the formula, so use Move = (BL / Body Weight) * 3
instead of ST / 4. For a more exact result convert Log ST to normal strength
(see p. 00) and use the original jumping formula.
Exotic Abilities: Stunts and exceptional feats seen in fiction
can be replicated with advantages or skills. For example, enhancements such as Destructive
Parry or Double Knockback can be added to your ST based damage, see Modifying Existing Damage (GURPS
Power Ups: 4 Enhancements, pp. 9-11). Strikers (possibly with the Limb
limitation, GURPS Martial Arts, p. 47) or Natural Weapons (Pyramid #3/65 Alternate GURPS III, Natural Weapons, pp. 24-26) can make your
body into a weapon.
Some Cinematic skills are especially useful for a break. Breaking
Blow is handy for getting past armor and Immovable Stance for resisting
knockback. Some skills need to be adjusted for Log ST. Power Blow’s boost
changes to +4 Log ST, or +8 with -10 to skill. Flying Leap just adds +2d damage
to slams instead of tripling ST. Push skill adds +2d swing damage when
calculating knockback.
Foundations vs. Templates
Exotic beings come in a staggering variety, and being unique is
part of the fun in playing one. However all those options and lack of good
reference points can be intimidating, especially to the novice. A true plug-and-play
or template system can be limiting, but prepackaged abilities can save a lot of
time. The Foundation system below provides example powers that are centered on
a point range. These are not lenses so costs are not all equal and adjustments,
such as adding power modifiers may be made. The intent of the system is to
provide to the player a simple menu of choices. Customization is encouraged for
experienced players but this system allows quick and easy character design. This
can be combined with base templates such as those from GURPS Action or GURPS
Monster
Hunters or with the normal character building process. A different foundation
can be created for different archetypes or monster types. Demons, lycanthropes,
or vampires could have their own lists and even sub-lists for specific types or
clans.
The GM declares the foundation, any caps (levels that are not
allowed to be exceeded), and the point budget, and everyone picks abilities up
to those limits. Unusual Background costs are not included here, except as
noted since that is a setting decision. GURPS Supers (p. 19 and p. 124)
provides some benchmarks. For example, a GM setting up a street-level
supers campaign could allow players to spend up to 500 points on any ability of
C List or lower.
E List (Everyone, not just Bricks)
20 points
Common cinematic options for Experiments, monsters, supers or
even Action Heroes.
Enduring: Fit [5],
Extra FP 3 [9], 1 point in Breath Control skill • Grit: High Pain Threshold [10], Hard to Kill 1 [2], Hard to Subdue
2 [4], Fearlessness 2 [4], 20 points
• Puncher: ST +1 [10], Special
Exercises (Striking ST) 2 [2], Striking ST 2 [2], Special Exercises (Striker
Limb) [1], Striker (Fist; Limb, -20%) [4], 1 point in Boxing, Brawling or
Karate skill, 20 points • Pure Muscle: ST +2 [20] • Quick Recovery: Recovery [10],
Regeneration (Slow) [10], 20 points •
Tough: Special Exercises (DR 1, Tough
Skin) [1], DR 1 (Tough Skin, -40%) [3], Extra HP 3 [6], ST +1 [10], 20 points.
D List (Brick) Street Strongman
50 points
The basis for street level supers and over the top action types.
Defiant: Injury
Tolerance: Damage Reduction /2 [50] • Iron
Body Training: DR 16 (Tough Skin, -40%) [48] • Leaper: Acrobatics skill [2], Jumping skill [2], Running skill [1],
Catfall [10], Perfect Balance [15], Super Jump 2 [20], 50 points • Lizard:
Regrowth [40], Regeneration (Slow) [10], 50
points • Resilient: DR 30
(Ablative, -80%) [30], HP + 10 [20], 50
points • Quick Healer: HP +10
(Only to increase healing threshold, -75%) [5], Regeneration (Regular) [25] or Regeneration (Fast) (Bane, Acid and
Fire, -50%) [25], Regrowth (Minor, -50%) [20], 50 points • Rocky Hide: DR
10 [50] • Strength of 3 Men: Log ST
+5 [50] • Tough Noggin: Hard to
Subdue 5 [10], High Pain Threshold [10], Protected Sense (Hearing, Smell,
Vision) [15], Recovery [10], 45 points
• Unliving: Immunity to Metabolic
Hazards [30] • Unstoppable: Unkillable
1 [50].
C List (Brick) Tough Guy
100 points
These fill out the city level supers or monsters who can handle
small arms fire.
Dragon Hide: DR20 [100]
• Giant: Growth 3 (Requires Log ST
21; 21’ tall, 6,430 lbs) [30], HP + 27 [54], 84 points • Instant Healer:
HP +20 (Only to increase healing threshold, -75%) [10], Regeneration (Very
Fast) (Bane, Acid and Fire, -50%) [50], Regrowth [40] [100] • Steel Hide: DR 16 (Hardened 1, +20%) [96]
• Strength of 10 Men: Log ST +10
[100] • Wall of Flesh: HP + 12 [24], Injury
Tolerance: Damage Reduction /3 [75], 99
points.
B List (Brick) Bouncing Bullets
250 points
These guys can go toe to toe with infantry and SWAT teams. Attacks
are in the 18d damage range, putting them solidly in the infantry power level.
Colossus: Growth 6
(Requires Log ST 34; 60’ tall, 75 tons) [60], HP + 96 [192], 252 points • Diamond Skin: DR 50 [250] • Immortal:
HP +7 [14], Immunity to Metabolic Hazards [30], Regeneration (Extreme) [150],
Regrowth [40], Unaging [15], 249 points
• Strength of 100 Men: Log ST +20
[200], Striking ST 50 [50], 250 points
• Walking Fort: Injury Tolerance:
Damage Reduction /10 (Cosmic, No Minimum Damage, +50%) [225].
A List (Brick) Bouncing Rockets
500 points
Typical starting point for nationally renowned (or feared) supers
and monsters. Attacks are in the 60d range which puts them as high powered
infantry or low end combat vehicles.
Impenetrable Hide: DR 100
[500] • Strength of Legion: Log ST
+30 [300], Striking ST 200 [200] [500] • Tank:
Injury Tolerance: Damage Reduction /150 (Cosmic, No Minimum Damage, +50%) [488].
A+ List (Brick) World Renowned
1,000 points
World famous supers and monsters that can take on armies or
destroy cities. Attacks are in the 125d range or D-Scale and making them
comparable to tanks.
Invulnerablity: Injury
Tolerance: Damage Reduction /10,000 (Cosmic, No Minimum Damage, +50%) [900] • Mountain Cracker: DR 2 (Hardened 1,
+20%) [12], Injury Tolerance: Damage Reduction /150 (Cosmic, No Minimum Damage,
+50%) [488], Striking ST + 500 [500] • Strength
of Atlas: Log ST +40 [400], Striking ST 600 [600] [1,000].
Creations
20 points
As explained earlier a foundation list can be built for any
archetype. This is a short example of a list designed for creatures like golems
and creatures of mad science.
Doesn’t Breathe [20] • Doesn’t Eat or Drink [10] • Doesn’t Sleep
[20] • Injury Tolerance (No Blood, No Eyes) [10].
Example: Bruiser
This is a street level hero built on 500 points with a cap of A
list abilities. We choose two picks from the B list for a balanced offense and
defense costing 475 points and add Grit from
the E list leaving us 5 points plus what we get from disadvantages.
Advantages:
Fearlessness +2 [4], Hard to Kill +2 [4], Hard to Subdue +2 [4], Injury
Tolerance: Damage Reduction /10 (Cosmic, No Minimum Damage, +50%) [225], Log ST
+20 [200] + Striking ST 50 [50]
Example: Tanker
A world famous veteran built on 5,000 points with a cap of A+
abilities. The player starts with Wheelman from Action 1 [250] giving him a
quick solid mix of skills and abilities that let him drive the groups super
car. Next he adds three picks from the A+ list to round out his powers.
Advantages: DR 100
[500], Injury Tolerance: Damage Reduction /10,000 (Cosmic, No Minimum Damage,
+50%) [900], Log ST +40 [400], Striking ST 600 [600] costing 2,650 and leaving
2,350 points left over the bulk of which he uses for the groups fleet of
vehicles, Wealth and assorted abilities. He could opt to make his powers armor-based
using either gadget limitations or a power modifier of Powered Armor for -10%,
but elects to keep them as a special effect.
Inhuman Template: Creature of Science
Built in a lab using weird science this creature has abilities
from Creations and the Brick. The creature is not truly alive, however it is
not technically undead either and has no special magical or religious
vulnerabilities. To the casual observer it may appear as a well maintained
zombie, though it is more of a biological robot.
Creature of Science
200
Attributes: Log ST +5 [50]
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10];
Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance
(Damage Reduction /2, No Blood) [55]; Lifting ST +5 (Trigger, Only when hit by
lightning or powerful electric charge, -30%) [25]; Striking ST + 7 (Trigger,
Only when hit by lightning or powerful electric charge, -30%) [5]; Unkillable 1[50].
Disadvantages: Frightens Animals [-10];
Overconfidence (12) -5; Phobia (Fires) (12) [-5]; Social Stigma (Monster) [-15],
Vulnerability (Fire ¥ 2) [-30].
This was originally an article for Pyramid.
I want to give special thanks to Kelly Pedersen for editing help (too bad this never made the cut) and Sean Punch
for the Knowing Your Own Strength
article that was the last piece of this puzzle and his suggestions (and math!) for
this article.
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