BRUTE | |||||
MOVER | SHAKER | BRUTE | BREAKER | MASTER | |
THINKER | STRIKER | CHANGER |
Brutes are some combination of big, strong, and tough, with very high innate durability or self-protection methods through one mechanism or another. Brute powers are a very low level power, easy for the entities to explore, as they continually refine their ability to persevere. Very select brute powers and brute powers that perform exceptionally are actually attempts on the entities’ parts to devise a form of immortality, both for perpetuating the cycle and for their end goals.
Brute triggers generally involve being physically harmed. The nature of that physical harm, the degree or type of damage, and the contextual factors all inform the resulting ability.
Intro | Trigger | Types | Elem’t | 2ndary | B&A | Ex. | |
BRUTE | ✅ | ✅ | ⅓ | ❌ | ½ | ✅ | ⅙ |
Physical based harm involves crushing, smashing, collisions, cuts, gouging, disembowelment, impalement, stabbings, abrasion, scraping, tearing of flesh, dismemberment, broken bones and more in that vein. Powers derived from physical damage will tend to be more physical as a result, emphasizing raw strength, biological alterations, armor, shields, and size.
Energy damage includes extremes in temperature, energy based damage like burns from fire, radiation and steam, electrocution, low temperature burns from cold or vacuum. Powers derived from energy-based harm will often be more energy based, with personal telekinesis, forcefields, energy manipulation, and some more concrete manifestations of time, space, or reality warping.
‘Other’ damage includes chemicals (ie. acids), poison, drugs, disease, and ambient damage from genetic issues, and serves as a ‘misc’ category for sources of harm that fall outside this spectrum. Powers relating to growth, phasing, constructs, and more esoteric manifestations of time, space, or reality warping all fall into this category.
Surface damage tends to create surface level protection. Damage limited primarily to the skin or to sensitive areas of the body will tend to produce powers along the lines of personal forcefields or exterior armor. This provides a degree of protection that may be penetrated, accessing the flesh within, which often isn’t protected more than a typical unpowered person (or only marginally so).
Deeper tissue damage will involve more thorough changes and restructuring. Brutes along these lines may more closely resemble Breakers, drawing from endless fountains of muscle mass (deep physical harm) or energy to repel or stand firm against attacks. Such brutes are often hurt more, but have a capacity to keep going despite this harm, and/or they get stronger while injured.
Sources of harm that do gradual damage (some poisons, being on fire, being immersed in chemical, drowning) will often provide regeneration in some capacity, or biokinesis of a more intentional sort than might be seen in deeper tissue damage.
Finally, sources of harm that don’t come from the outside but from within, will often grant a form of brute power that ties into absorption and/or expression of forces. This might be kinetic energy, light, electromagnetism, or something more abstract like time or inertia. Absorbing one form of energy to power defenses or taking damage to charge a battery and then lash out with an offensive application of the power would be example cases. Gross impalement (to a degree where the shard may be confused as to whether the object is going from the outside in vs. the inside out) may also fall under this category.
When figuring out the framework of the trigger and how it applies to the power, take note of the two categories below that stand out the most, and combine them. The detail sheet has suggested powers for cross-interactions.
They manifest from physical, focused damage to a part and struggle.
They arise from energy-based, surface-level damage and stress/time constraint
They trigger from energy-based, massive damage and despair.
They arise from other, focused damage to a part, and from diminished strength.
They arise from other, massive damage, and from horror.
They arise from damage over time, and from self-harm.
They arise from situations where death is sought or held at bay.
They come about from cases where the harm laid in wait or was delayed.
Muscle brutes are those who rely on size, physical strength, and some tenacity for their brute disposition. Biokinesis is often a factor, or their power might run through their bodies and have a sort of changer effect on them, with veins of fire and surging size and proportion. Where brutes fall somewhere on a sliding scale of raw strength and raw toughness, the Muscle brute fall rather heavily on the ‘raw strength’ end of the sliding scale. In execution, they tend to gain a lot of raw stats. Examples might include:
Muscle brutes arise from scenarios where the damage done is to one body part, where this is meaningful enough to register to the victim, and where the source of the damage is physical and solid. A man takes an arrow to the vitals when he is poaching on parkland and strays into the path of another poacher. A woman has her eyes torn out of her skull by her fundamentalist religious husband. A child has her hands destroyed with a ball-peen hammer for daring to strike back against her golden child brother.
In some cases, the Muscle brute arises from an instance of a struggle, or a struggle is compounded by the damage to the one body part. The struggle part of the trigger feeds into the offensive (and Striker-ish) lean of the Muscle brute. Non-brute triggers that have the struggle might have the strain or frustration of the body tapping into the brute executions of the shard. The ‘I’m not strong enough’ damage to self-image affects the changer element in execution. The shard may well draw inspiration from the struggle in relating back to the power, or draw cues from the frustrated self-image to mess with the trigger recipient. Failing this, it’s liable to make the triggeree ugly or horrifying.
Examples of secondary or minor Muscle powers include limited biokinesis, and surges of strength and power that become more intense with injury.
Armor brutes piece together a shell around themselves, producing raw armor that will absorb blows up until it is cracked or penetrated, at which point the brute becomes easier to injure. The armor often regenerates and/or provides additional capabilities. Heavily defense-leaning, but often provided with a weapon of some sort, raw stats, or their offensive potential is interlinked with their defense, in a retaliatory sense. Examples might include:
Armor brutes occur when the damage is largely surface level and physical, with damage being primarily slashing, piercing, or bruising, or the rare burn that is caused by physical objects (ie. abrasion). This surface level abuse targets the skin while not penetrating a great deal deeper, or where surface level damage is particularly intense in conjunction with other damage. Examples might include a backpacker caught in a sandstorm, a person being stoned to death, or a gang initiate being whipped with bike chains.
The damage suffered can go hand in hand with physical weakness. This kind of damage leads to blood loss and faltering strength. This low point is driven home by the fact that these kinds of triggers tend to impact appearance in the long-term, which feeds into the changer aspect of the resulting power (the armor that is pulled forth oft being changer-ish). Self image is deeply affected. The shard might well find leverage in the difference in self image before and after, with the armor’s aesthetic taking on a dark interpretation drawn from the triggeree’s subconscious, becoming a subtle, dark reminder of the event, or, inversely, pushing them to go out in costume by making the armor beautiful while its wearer, within, remains scarred.
Secondary Armor powers include a light shell of armor that regenerates when conditions are met, or imbuing armor of certain materials with an effect to give it a retaliatory edge.
Shield brutes draw heavily on a defensive feature that is direction-dependent or is based around an object or field that is moved around at will. Their defense is typically top class… when it is situated to block the attack in question. Alertness, careful orientation and/or positioning may be necessary to make the most of the power. In many cases, where the defensive feature needs to be raised to meet an incoming attack, Wits may become a key statistic, with a 4+ or higher Wits roll being needed to react in time. Often comes with minor defensive augments to the parahuman. Examples might include:
Shield brutes come about from visceral, massive damage from a solid, physical entity. Blades, heavy objects, stone, machinery and the like. The damage done destroys an entire area/section of the body, with surface and internal parts being annihilated beyond hope of recovery. Could include a factory worker who is caught in a pneumatic press, an embezzling gang member that is fed into a wood chipper, or a soldier who is shot by a rocket propelled grenade that slams through his lower face but does not go off.
The sort of trigger that leads to a shield brute will demand some attention or focus from the subject. In the moment, there is often shock, the mind fighting to wrap itself around what has just happened and how catastrophic the damage is. The scene, the nature of the entity that did the damage and surrounding elements or factors will be reflected in the theming, any elemental applications, and style of the power, rarely directly, but serving as a reminder of the event. That attention and focus informs the power, as the Shield brute has to use attention and focus to get the most out of their power.
Secondary powers might include a shield or aspect of the power that rotates around the cape, blocking projectiles, or armor over just one part of their body.
Intensity brutes lean very heavily on an element - a particular force or sub-power, that could include flame, ice, radiation, time slowing, light, vacuum or the like. They have a very pronounced offensive lean, but that lean is very short range if not requiring touch, and requires them to get into the thick of things to utilize it. To assist this, they get some defensive powers, which aren’t the focus but do keep them in the fight for long enough to tear down their enemies… and oftentimes a great deal of the surrounding property. Examples include:
Elemental brutes arise from targeted, elemental damage to a single (oft important) body part. Elemental damage, in this case, indicates energy, such as fire, electricity, steam, low temperature burns like those from cold or vacuum. As such, triggering individuals might be a child who disobeys a parent about playing in a kitchen and has their hand held down against an oven burner, a lab worker who loses his protective mask and stares into a light intense enough to sear his corneas, or a snitch in prison that has live wires placed against either side of their tongue.
The pain of a burn is often the worst kind of pain, and alongside the damage to a vital part, this draws intense focus from the victim. In execution and flavor, the resulting power might have a lean toward the damaged part. A damaged hand might become the focal point for projecting blasts, a damaged heart the point where armor manifests from. The element itself is rarely a direct translation, but is often related.
Secondary powers might include the ability to draw on inner reserves of energy to ripple with power and overcome something (auto pass Guts), or explode when damaged.
Field Brutes maintain a personal forcefield, or durability that is very potent but temporary or readily broken. They may sport bursts of power, utility, or other benefits that are very short lived but powerful. Timing is key, both in controlling the amount of harm one sustains in a given span of time and in utilizing any offensive abilities. Examples include…
Parahumans with another power as a primary or with multiple powers, the brute power being one of the secondaries or multiples, are considered Secondary brutes. Secondary brutes are simpler, with a lot of the extraneous stuff stripped away. New powers generated from milestones or power development tend to be secondary ones.
Secondary brute powers include:
When these secondary powers take time to regenerate, cool down or gather the necessary resources, they note that they are easily recovered, that it’s of moderate difficulty, or it’s arduous:
Determine the subtype. Gain the defensive aspect of that subtype, then roll a 1d20:
# | Results 1-10: | # | Results 11-20: |
1 | Muscle offensive aspect | 11 | Transfiguration offensive aspect |
2 | Armor offensive aspect | 12 | Immortal offensive aspect |
3 | Shield offensive aspect | 13 | Offensive aspect matching 1st subtype. (ie. Muscle x ___ ) |
4 | Intensity offensive aspect | 14 | |
5 | Field offensive aspect | 15 | Offensive aspect matching 2nd subtype. (ie. ___ x Muscle) |
6 | Dynamic offensive aspect | 16 | |
7 | Sunder offensive aspect | 17 | Offensive aspect counterpart to defensive power with one point of variation. |
8 | Repression offensive aspect | 18 | |
9 | Negate offensive aspect | 19 | Generate secondary power instead of offensive aspect or is choice of aspect, depending on perk/flaw. |
10 | Regen offensive aspect | 20 |
Alternately, can flip things around. Replace any reference to offense with defense and vice versa.
Points of variation should come up if the power is, say, an Plate defensive and Plate offensive pairing, which is inevitable as a result of a result of 17-18, has a 1 in 12 chance with a result of 13-14 or 15-16, and can rarely occur in other cases. The point of variation helps change things up and make a power a little more personal. The listed options should serve as suggestions, as in all things, and improvisation is welcome.
Because different categories and subtypes have a more offensive or defensive lean, the entries below have a percentage offered, to suggest the degree of lean. If the percentage doesn’t add up to 100%, then the GM should allow the brute to roll on the bonus & augment list for a boost, gain a free milestone, or give the power a little boost on one front. The potential beneficial aspects of a point of variation can often serve as the small boost.
If the bonus exceeds 100%, then the brute might be nerfed with a hit to movement speed, an anti-milestone (a penalty to skills or a stat), or a minor penalty to the power. The negative tradeoffs of a point of variation work as minor penalties.
On the result of a 19-20, determine the secondary after perks and flaws are rolled, to better avoid situations where a character is loaded down with secondary powers. In terms of the choice, if the character has more perks than flaws, GM might choose. If more flaws, player chooses. If balanced, might have GM choose 3 and player pick one of the three, or vice versa.
# | Result | Details |
1 | Fool | Brute gets +2 Skill points, then +1 Brawn or +1 Guts. |
2 | Magician | The brute gains either +3 or +5 skill points in Brawl, Blitz, Intimidate, Endurance, Willpower or Withstand. If they took the +3 instead of the +5, then they gain the ability to Roar. Roaring is an attack action and rattles the senses of everyone in earshot (alternately, can roar at foes in one direction, leaving allies behind the brute unaffected). The next time those affected would use a skill, they must pass a Guts check, or gain no benefit from the skill. Can be light or vibration if such suits the power. If the brute has a power that affects wide areas and isn’t perpetually active, they can choose to instead apply the ‘roar’ effect to that power. |
3 | Priestess | The passenger and the brute are in sync, operating on similar wavelengths. When the brute would gain a secondary power, roll on this table, or roll on the power perk table, they roll an additional time and discard an option. Alternately, the passenger drives the brute forward, working to ensure that the brute dies in conflict, not in ignominy. The brute gains two points of armor, and damage taken to this armor comes with no effects or penalties, but this is a special reserve representing the passenger’s focus, and applies only to wounds taken when the brute isn’t being actively observed. It serves to protect the brute from collapsing structures, traps, and other hazards. When the dust clears, the brute stands tall. |
4 | Empress | The brute gains the ability to channel energies through their costume to better convey the images they want. Power ripples through the material to show off, or the brute’s muscles and exoskeleton might grow and fold around costume elements. They gain +1 Social after a show of strength or taking any blow that would deliver a moderate or worse injury, and can choose the Dangerous, Emblem, Icon, or Style costume feature and have it be a permanent feature of any costume they wear. Alternately, they can make a Social roll vs. the nearest opponent’s Guts to intimidate as part of a display of a feat of strength (attacking, hurling a large object, destroying terrain). If successful, the opponent is afraid and suffers a -1 to rolls that would involve the brute. Opponents that are already unnerved or who would become unnerved by another means (namely, the threaten skill) are instead terrified and must pass a Guts check (beating the brute’s Social) to approach or take action against the Brute. Requires another two feats of strength to regain this bonus intimidation. |
5 | Emperor | The brute can choose a weapon trait and have it apply to all melee attacks thereafter. They gain an additional trait per milestone they have accumulated/pick up thereafter, but can only have three in total before they must start stacking one (ie. repeatedly taking added damage to scale up damage done). Traits can be chosen from different weapon types, with limitations only on ‘long’ weapons, which are only available if the Brute has increased size. As a second option, the Brute’s attacks are so intense they can’t be ignored, in part because of the brute’s personal augmentations flowing through the item. Missed attacks deliver a lesser wound effect (but no wound). |
6 | Pope | The brute gains +2 Brawn for the purposes of tearing through terrain, or, if they would already be able to, gains the ability to walk through most non-reinforced terrain (up to and including brick walls) without slowing or being otherwise impeded. Alternately, the brute’s power ripples through to help destroy objects. When the brute destroys terrain, any foes within 5’ of smaller props (microwave oven to mailbox) or 10’ of larger props (larger than a mailbox, cars, section of wall) stagger 5’ back from that terrain, with the staggered condition. If the destruction of terrain was a prelude to a follow-up attack, the foe suffers a -2 to dodge. Thrown terrain or cascading damage from the brute’s earlier actions does transmit this effect. |
7 | Lovers | From here on out, when the brute would target one individual with an attack, maneuver, skill use, or power, they can target two individuals, provided the targets are within 5’ of each other. If they would already target multiple foes by some mechanism, then they gain 5’ reach/radius for that attack/effect, in addition to the aforementioned effect. Alternately, the first time each round that the brute’s actions lead a foe to be knocked away, knocked down, thrown, knocked out, killed, or otherwise taken out of combat, gain an additional action for the turn. For every milestone after the first that the brute accumulates, they gain the ability to do this an additional time per round. |
*8 | Chariot | The shard keeps the brute on course. The brute’s movement cannot be readily restricted. At the very least, even if their stats are reduced, leg broken, wading through a sea of containment foam, the brute retains half of their movement speed. Further, slowing effects are half as effective, and the brute ignores the first 10’ of movement into a movement hampering (giant spider webs) or movement-penalizing (caltrops) area effect. Alternately, gain the ability to make gargantuan leaps. Add up the Brute’s Brawn and Athletics, and multiply the result by five; they can travel that many feet to a nearby point as a move action. Foes within 5’ of the impact site are staggered. If they could already theoretically make great leaps, by dint of stats or power, then they extend the range of the impact effect by 10’. Becomes available again after four rounds or after they perform three feats of strength, whichever occurs first. |
9 | Strength | The breaker-like structural augmentations that allow the brute to maintain their form or manifest their defenses flow through their body. If an attack would deliver more than a moderate wound, it delivers a moderate wound instead. This takes a few forms: they never take Critical wounds, one attack that would deliver multiple moderate wounds delivers only one. Further, if they would take multiple hits from one attack pattern (ie. three shots from a gun), the first deals damage (possibly being reduced), the second is reduced in severity by one step, and the third and any attacks thereafter are reduced by two steps. Alternately, the brute can tap into the shard for a ‘perfect defense’. They can enshrine themselves in armor or energy, throwing up a better defense that can absorb virtually any blow. Use of this in time to respond to an incoming attack is a Wits check, opposed by the attack roll. It lasts for one round, preventing all damage and effects that would hamper the brute, and swiftly falls away by the end of the effect. Recovery of this effect is slow, and takes one hour or six feats of strength (decided once and locked in as the requirement) before it is available again. |
10 | Hermit | Time is on the brute’s side. Facing down the brute requires a combination of strength, sustained firepower, timing, focus, willpower and footing, while the brute seems to have an edge in all of these things. Focusing a power or effect with the brute as the primary target or being the primary target of the brute’s actions imposes an accumulating ‘faltering’ effect on the target. For each [10 minus brute’s Athletics & Dex] such ‘stacks’ on the target, they suffer a -1 to Ath, Dex and Wits. They can skip a turn’s actions to swear copiously, panic, curl up into a ball or whatever on-the-spot coping mechanism suits their personality, and consequently shed 1d3+their guts modifier in stacks. They otherwise lose a stack every 5 minutes. Willpower applies. Alternately, pick two:
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11 | Wheel | Expanded awareness gives a +1 to Wits and a thinker secondary if one of the following is true (picked once, applies thereafter):
Alternately, the brute becomes harder to track when one of the aforementioned conditions are met. Thinker powers may find it harder to look directly at the brute or train a thinker power on them for longer periods of time, or clouds of smoke and debris combined with disruptive power signatures make the brute drop off the radar in the wake of property destruction. |
12 | Justice | Every time the brute blocks an attack, absorbs an attack with their defenses, or is wounded, they gain a charge. When they have six charges, they can activate one of two special options. The two options are chosen from the list as a selection that is made when this bonus is gained, and locked in thereafter:
The charge expenditures can be spent as a free action, even on other individual’s turns. In questions of timing, Wits is used to react to a declared action. This ability can be used multiple times in one encounter, but each time it triggers, the required number of charges increases by 1. It can be used in multiple encounters a day, but again, each time the needed charges increases by 1. |
13 | Hanged | The brute gains an element through which they can express their brute powers. If they already had an element, it’s related to it (Fire might become smoke, or magma, or sparks, or red hot metal, or steam). They can toggle between the two elements, with a 1d3 round transition period to swap where they don’t get the benefits of either, or get only the benefits that make sense for both. If they didn’t already have an element, they can crack their shell or allow energies to bubble forth from muscle, or something in this vein, changing the way they function for a limited time before returning to normal, with elemental augmentation to attacks or Brute effects. May last a set number of rounds (ie. 3), and persist a round longer for every round they continue to take damage or dish it out. New elements draw inspiration from the trigger. |
14 | Death | The brute’s powers make them a capable ranged combatant. They can use their physical augmentations or powers to better throw things. Either they can extend their mass to better hold onto things, or extend structural augmentations into thrown objects to ensure they hold together better, becoming better projectiles. Gain a bonus +1 brawn per total milestones acquired to determine if they have the ability to throw a given object or individual, how far they can effectively throw, etc. Gain a +2 to hit with large objects (200 lbs. or more), decreasing by -1 for every time this effect has been used in the last five minutes. Alternately, they don’t gain the ability to throw more, but can infuse elements and powers into objects they hurl. Element affects these objects, and if object is destroyed on impact, leaves a patch of environmental effect in the wake of the wreckage. |
15 | Temp’ce | Guts rolls to stay in the fight are no longer penalized for additional wounds (a 1 still fails if it would fail without this effect in play). In addition, the brute has a 25% chance to ignore any penalty to ability scores that would reduce an ability score to 2, a 50% chance to ignore effects that would reduce an ability score to 1, and a 100% chance to ignore effects that would reduce an ability score to 0. |
16 | Devil | The brute has gained an understanding of how the power is distributed across their body. They can shift the bias more toward offense, at the cost of offense. Should they do so, they gain more raw offensive capability or unleash a one-use effect, but their defenses are hampered, being reduced in efficacy. Either the cooldown to recover defenses is extended, layers of defenses are stripped away, a share of bonuses or stats are reduced (often 5% or 1 stat point), or (if using the models in the example brutes & brute generation below) the defensive aspect is weakened in the same way it might be to make room for a point of deviation. However, while so limited, they can do one of the following (choice made once and locked in):
As part of this action, or while the defenses are so stripped, can elect to sustain half of their remaining health in moderate wounds (treat any fractions as lesser, deals minimum 1 moderate wound) to double the efficacy of the bonus. This lasts 1d3+1 rounds. The wounds are healed as per normal. Recovery of standard defensive benefits requires first that the offensive boost is discarded, and is of moderate difficulty, counting from that point. |
17 | Tower | The Brute can scale up their size as they draw on their power. Physical powers add more raw mass, energy-based and esoteric defenses may surround the parahuman with a nimbus of energy that increases their effective scale while allowing them to float or move more easily. They gain 5’ of reach, strike first if charged, and strike any opponent leaving their reach, with a ‘roll an additional dice and keep highest result’ effect for any bash effects delivered. They suffer a -1 to dodges. If they already have reach, they become huge, with +33% to their total number of wounds, they move 150% as far, and they can respond/retaliate to any non-free action activity within 10’ of them, and successful hits stagger the targets/interrupt the movement or action in question. On the downside, they suffer -2 to defensive rolls, get half benefit from cover, and may be restricted or confounded by terrain that others aren’t; any space a 10’ diameter sphere wouldn’t pass through is considered impassable (but doorways can be broken, etc), and spaces a 10’ diameter sphere would scrape through are rough & hampers movement. In regards to the huge size, either the boost is temporary & the parahuman chooses if and when they become huge, or it’s a part of the brute powers being active from this point on, and the GM can choose if they reduce the defensive roll drawback to -1, get full benefit from cover, or if they’re not restricted by terrain. |
18 | Star | The character gets a minor secondary power in another classification, one of the subtler disciplines: Stranger, Changer, Tinker, or Thinker. The power typically touches on the blaster’s typing and power. Use of this secondary power is limited, with an hour long delay before it can be used again, if it is used outside of combat/conflict situations. Used in combat situations, has a moderate recovery period. Other options for drawbacks include the ‘difficult’ limitations under ‘ cooldown’ for secondary Brute powers. |
19 | Moon | The character gets a minor secondary power in another classification, one of the wider-reaching disciplines: Shaker, Blaster, Mover, or Master. The power typically touches on or relates the brute’s typing, power, or element. Use of this secondary power is limited, with an hour long delay before it can be used again, if it is used outside of combat/conflict situations. Used in combat situations, has a moderate recovery period. Other options for drawbacks include the ‘difficult’ limitations under ‘ cooldown’ for secondary Brute powers. |
20 | Sun | The character gets a minor secondary power in another classification, one of the more intense disciplines: Striker, Breaker, or Trump. The power typically touches on the brute’s typing, power, or element. Use of this secondary power is limited, with an hour long delay before it can be used again, if it is used outside of combat/conflict situations. Used in combat situations, has a moderate recovery period. Other options for drawbacks include the ‘difficult’ limitations under ‘ cooldown’ for secondary Brute powers. |
21 | Judge | The Brute gains a quality of life improvement, eliminating the need for food, sleep and sleep while they gain a partial immunity to manton effects, becoming resistant to effects that target organics only; powers that require die rolls are shrugged off on a rolled 5-6, and ones that didn’t allow dice rolls now allow them. Alternately, they gain a bonus in a realm respective to their subcategory:
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22 | World | Choose another option (if multiple options were rolled) or roll two power perks and pick one. |
Ogre | (Muscle x Muscle) | ||||
Description | Big, laden with muscle. There’s a biokinetic component here, as the Ogre brute activates their power and swells in height and raw mass. Mutations, if any, are minor and limited to the Ogre form. The quintessential ‘brute’, to many. Often involves minor, surface-level mutations reflecting the individual’s self image and emotions at the time of the trigger. Where stat bonuses are gained, gain 1 max to each stat each round that the power is kicking in, until caps are met. Additional bonuses & reach only take effect when all stat bonuses have been calculated (3 rounds in). When performing feats of strength, Brawn bonuses are increased 150% (rounding up). Defensively, only damage sufficient to get past granted max wounds from guts is long-term; other damage is discarded when returning to normal & not ‘remembered’ across Ogre transformations. Heals damage to real body twice as fast. | ||||
Offense % | 60 | Gain 1-2 feet in height, reach, +100% of base body weight (additive with other weight increases) in sheer muscle. +2 Brawn bonus, +1 Athletics, +1 Guts. Any melee or thrown weapon hits also append a bash effect (not wound) in addition to damage dealt, of severity matching damage dealt (moderate pierce = added moderate bash effect). | |||
Defense % | 40 | Gain 1-2 feet in height, 100% of base body weight (additive with other weight increases) in sheer muscle. +1 Brawn, +1 Athletics, +2 Guts. On sustaining a wound, if Ogre has more health than the attacking foe after the wound is sustained, suffer either damage or effect, but not both. Each choice has cooldown of 2 rounds. | |||
Points of Variation | Lose 1-2 points of the stat gain (GM discretion on the 1-2, chosen once & locked in), the offensive bash bonus, or the defensive damage dampening ability. Gain doubled effect for bash offensive aspect, have defensive aspect persist despite health total, added changer mutation to one body part, or get brute bonus/augment. | ||||
Example Trigger | Fighting with his mentally unstable and knife-wielding brother, a high schooler has his brother on top of him, using body weight and strength both to slowly slide the knife into his chest and heart. |
Plate | (Armor x Armor) | ||||
Description | The Plate brute summons exceedingly heavy armor around themselves, becoming indomitable so long as their armor holds up. The armor can take many forms, from stone to metal to bone, or more esoteric components, but acts as high-quality heavy armor. Costume features and any weapons gained from the Plate power remain static (chosen once and always the same from that point on), granted costume always has one to two points of armor quality pre-chosen, and no more. Character is immune to penalties from costume/armor, and in calculating how far they are pushed, pulled, or thrown, reduce distance 50% and then by 10’. Armor self-repairs with difficult recovery period (see secondaries); when use of primary power is called for, use melee attacks instead. | ||||
Offense % | 40 | Gain +1 costume tier, +2 Brawn, and a melee weapon with three qualities or four qualities and one detriment. Melee weapon can always have reach quality for one point. Melee weapon is considered an extension of the character and character cannot be disarmed so long as they have some intact armor, while they have instinctive knowledge on how to use it and can use it as they might a fist (hammer), open hand (sword, axe), or extended fingers (spear, sword). | |||
Defense % | 60 | Manifest a tier 4 suit of heavy armor, which can be worn on top of tier 1 skin costumes without detriment. Gain +2 Guts. Power has confusing signature: if a power that normally be limited to organics would target the character or someone behind them, can roll 1d4. If result below current points of intact armor, character and those behind them should be treated as both organic and inorganic, whichever is most beneficial, for the duration of the round. | |||
Points of Variation | Lose a costume tier, 1-2 points of stat gain (GM discretion, chosen once & locked in), two qualities from melee weapon, or the inorganic signature. Gain further increased reach & damage for melee weapon, inorganic signature roll is 1d2, gain a ranged or advanced weapon, 1-2 weapon/armor qualities are flexible, all weapon qualities are flexible, all armor qualities are flexible, or brute bonus. | ||||
Example Trigger | A stunt driver wearing a wireframe and plastic costume has an accident on the motorbike, as the framing degloves a solid third of his body, tearing away the skin. |
Buckler | (Shield x Shield) | ||||
Description | Parahuman maintains a measure of protection that is telekinetically managed. With offensive aspect alone, ‘shield’ is limited to augmented hands (largely invulnerable gauntlets, glowing hands, etc, hereafter referred to a shield). With the defensive portion, extends to an actual barrier that is attached to one arm or floats just beyond arm’s reach, moving at the Buckler brute’s will. Use of shield to defend is a Wits check to beat attack roll. This is made in addition to any standard defense rolls. Negates damage. Shields generally do not have a limit to the damage they can endure. | ||||
Offense % | 35 | Shield (hand/hands) manifests, can catch/block incoming attacks with a 6+ wits check, made in place of normal check. Normal block check can follow a failed roll, but with -2 penalty. Can be used offensively, tagging an enemy with the energies inherent in the shield; applies only a lesser wound, but applies linked benefit (chosen from the defensive aspect below). Attack roll with shield is brawn-based, knocks foes back up to 5’ per point the attack roll beats the defensive roll. | |||
Defense % | 65 | Shield manifests. Can block/deflect incoming attacks with a 5+ wits check. Defensive roll is made in addition to standard defensive roll. If offensive Buckler aspect is included, check is 4+, and ignore ‘normal block check can follow…’ text. Comes with secondary benefit. Benefit can include a ‘return to sender’ aspect for ranged fire, producing a splash of altered environment (based on an element), a +2 bonus to the next attack made using shield within 1 round, shield can be ‘thrown’ (Brawn roll to attack, 25’ range increment, moderate wound & element/effect on hit, can attack in a line or hit 1d3 foes within range), or a bonus/augment. | |||
Points of Variation | Drawbacks can include more difficult wits roll, Clumsy or Heavy shield penalties (see shield entry under items), inability to make defensive roll in addition to the block roll, inability to attack with shield, shield having limited wounds, or loss of side benefit. Benefits can include various shield penalties (see shield entry under items), added side benefit, or bonus to wits roll to block. | ||||
Example Trigger | Out in the middle of nowhere, a homesteader with a homemade wood chopping contraption gets his sleeve caught in the chopper, his arm summarily wrenched off at the shoulder. He gapes in awe and horror at the wound for a moment, and then the pain hits. |
Crag | (Intens. x Intens.) | ||||
Description | The character roars, and their body changes. Parts emerge or transform, becoming warped and harder, craggy or artificial, burying the individual within, and then something flares within. A kind of element-based breaker captive in a crude brute shell, this rough-edged powerhouse dishes out the hurt by way of element- based attacks. Determine the element at creation, it is then locked in - a character with the offensive or defensive Crag power can apply elemental effects with any melee hit that wounds. Can transform instantly, getting X rounds of activity, gains one more round per elemental hit (secondary or melee), per two instances of damage over time effect, per feat of strength, or per instance of property destruction. If they would sustain a moderate wound, they lose one round of activity instead of taking damage. If they would sustain a lesser wound, they have a 50% chance to lose one round of activity (but suffer the effect regardless). Critical wounds force them out of the state. 1d4 round cooldown before they can re-enter the state; each successive re-entry without 15 minutes of rest means the state lasts one round less and the cooldown is increased one round. If crossed with another brute aspect the Crag bonuses and state are mutually exclusive from the other aspect (the metaphorical fire is simply temporarily extinguished). | ||||
Offense % | 70 | Two elemental secondaries. Powers with ranges above 20’ have range (or range increments) reduced by 50% or moderate cooldowns (see secondaries, above). Melee hits deliver a bonus moderate wound. +1 Brawn for purposes of feats of strength only, and +1 Guts. Crag state lasts 2 rounds. | |||
Defense % | 30 | One elemental secondary, as described above. Gain manton benefit, plus manton benefit of similar element. Guts +2. Duration of Crag state is 3 rounds (or is increased by 3). | |||
Points of Variation | Lose one secondary, distribute three rounds of cooldown to secondaries, lose 1-2 points of Brawn/Guts bonus, lose a round of activity. Gain secondary option, reduced cooldown, one round of activity, added element to swap into, or brute bonus/augment. | ||||
Example Trigger | A thug captured by a rival gang has molten glass poured into his eye sockets. |