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b a s i c e d i t i o n

Credits

Written by: Steven Tremblay and Jamie Cadorette


Editing: Jamie Cadorette and Steven Tremblay
Typography: Jamie Cadorette
Cover & Illustrations: Kelly Bennett

Playtesters:

Kelly Bennett, Chenoa Hutchins, Alan Jones, Chris MacDonald, Lisa Reinke

Dedicated to Christopher Walken, because he’s so damn eerie it’s cool.

Legal Notice
©Copyright 2002 5th Dimension Publishing. All rights reserved.
Reproduction of material from within this document, in whole or in part
by any electronic, optical, or photographic means, or any other method of
information storage and retrieval, for the purposes of personal or corporate
profit, is prohibited. Copies of this material, in whole or in part, may be
made for personal use. Copies made for distribution are permitted under
the following conditions:

1. No fee shall be assessed for copies.


2. Each copy remains complete and intact, including this Legal Notice.
th
Brains & Brawn Basic Edition, Brains & Brawn, B&B, the Brains & Brawn logo, and the 5 Dimension
th
Publishing logo are all Trademarks of 5 Dimension Publishing. All original artwork appearing in this
document are ©copyright 2002 Kelly M. Bennett.

5th Dimension Publishing


26B Canal Street
Nashua, NH 03064

http://5thDimension.Bookpub.net

5thDimension@Bookpub.net

2
Table of Contents

CREDITS 2 CHAPTER 4: COMBAT AND DAMAGE 16

INITIATIVE 16
R ESOLVING COMBAT 16
TABLE OF CONTENTS 3
D ETERMINING DAMAGE 16
R EPRESENTING DAMAGE 17
HEALING 17

CHAPTER 1: INTRODUCTION 4
CHAPTER 5: CHARACTER
ADVANCEMENT 18
WHAT IS BRAINS & B RAWN? 4
WHY USE DOMINOES ? 4
WHAT IS THE BASIC EDITION? 4 D ENYING EXPERIENCE POINTS 18
S TORY OR S ESSION? 5 IMPROVING S KILLS AND EQUIPMENT 18
HOW IS THIS GAME S ET UP? 5 SKILLS 18
EQUIPMENT 18
IMPROVING POWERS AND ABILITIES 19
CHAPTER 2: CHARACTER GENERATION POWERS 19
6 A BILITIES 19
LOWERING POWERS AND ABILITIES 19
ABILITIES 6 WHY GM’S D ECIDE 19
PUBLIC IMAGE 6
LUCK 7 CHARACTER SHEET 20
POWERS & EQUIPMENT 7
S KILLS 7
FLAWS 9
ABNORMAL S UPERHEROES 9

CHAPTER 3: TASK RESOLUTION 11

UNDERSTANDING THE TILES 11


ABOUT S KILL AND ABILITY LEVELS 11
ABOUT NO N-PLAYER CHARACTERS 12 TABLE INDEX
S KILLED TASK R ESOLUTION 12
UNOPPOSED TASKS 12 TABLE 1: SAMPLE POWERS & EQUIPMENT .......... 7
OPPOSED TASKS 13 TABLE 2: SAMPLE SKILLS ....................................... 8
UNSKILLED TASK R ESOLUTION 13 TABLE 3: FLAW LEVELS.......................................... 9
UNOPPOSED TASKS 13 TABLE 4: DIFFICULTY TARGETS.......................... 12
OPPOSED TASKS 14 TABLE 5: W EAPON COST ....................................... 16
USING POWERS & EQUIPMENT 14 TABLE 6: W EAPON DAMAGE VALUES ................ 17
ABOUT LUCK 14
GM INTERVENTION 14
S UPER SUCCESS AND SUPER MISHAP 15

3
Chapter 1: Introduction

Why use dominoes?


There were many reasons to adopt the
use of dominoes. Most significant of these
is the inherent representation of the
dichotomy of good and evil. The feature
of having two opposing numbers on each
domino adds the feeling of natural conflict
between these two forces.

Another reason for this switch is the


effect on game mechanics and how they
represent action in a superhero universe.
While dice may offer statistics favorable to
average situations, dominoes, as used in
Brains & Brawn, affect the statistics
suitably for above-average characters. This
helps add to the balance between humans
and superhumans.

Furthermore, by allowing players to


What is Brains & Brawn? hold a hand of dominoes and play them
Brains & Brawn is a generic superhero by choice, a degree of strategic control is
role-playing system that is adaptable for a gained. This essentially means players can
wide variety of styles, from grim and gritty assert a bit more influence over when they
to light and humorous. Players can use succeed or fail, and to what degree. There
established superheroes and/or worlds, are many more reasons to use dominoes,
while the more experienced may choose to but these are by far the most significant.
generate their own unique settings and
superheroes. The game mechanics have What is the Basic Edition?
been specifically designed to allow smooth Brains & Brawn Basic Edition is a free,
interaction between power-based and downloadable version of the B&B role-
skill-based superheroes, ranging from the playing system. This is a bare-bones
average-Joe-crimefighter to the nigh- edition that will never be updated. This by
invulnerable, super-strong hero. Brains & no means indicates that it is incomplete.
Brawn uses two sets of standard double- This system provides everything players
six* dominoes as randomizers, rather than will need, excluding dominoes, to get
conventional dice. started running superhero games and
campaigns. While future expanded and
* Double-six dominoes have no higher updated editions may be available for
than six pips on each side of the domino. purchase, this edition shall remain
These are available at most toy stores. Be available for free. While Brains & Brawn
sure not to use double-nines or double- Basic Edition has been developed with the
twelves. more experienced role-player in mind,
beginning players are encouraged to play.

4
Story or Session? the play area and scramble them. Then the
Throughout these rules there is a tiles should be placed into stacks of three,
distinction between the Story and a still keeping them face down, until only
Session. This distinction is important to two individual tiles remain unstacked. Set
keep in mind. The Story is the single the two extra tiles aside.
adventure being played. A Session is a slot
of time when players gather to play the Each player should now select a stack
game. The Story may only last for one of tiles, which he can look at but should
Session, or it may be drawn out over a not share with the other players or with
series of Sessions. the GM. This is the player’s hand. Set a
hand face down in the middle of the play
How Is This Game Set Up? area and begin playing. This is the Hand
of Fate.
To begin playing B&B, the GM must
place all of the domino tiles face down on

5
Chapter 2: Character Generation
Human, which is a 1 and costs nothing. If
To build a character in B&B, the GM a character has Superhuman Invulner-
needs to decide how many points players ability, be it because of dense skin, a power
have in their Point Pool to build their suit, magic, etc, the player must pay ten
characters. To start with average beginner times the level of Invulnerability desired.
superheroes, players should begin with (E.g.) If a player wants an Invulnerability of
100 points in their Pools. The Pool can be 4, she would spend 40 points from her Pool.
lowered if the GM is running a Hardy The Invulnerability Rating is located near
Boys style adventure with mostly normal Abilities on the Character Sheet to make it
characters getting involved in situations easier to use in the middle of combat.
that seem slightly over their head. It could
also be raised if the GM wants players to
make characters that could compete for
‘Supreme Ruler of the Universe’. To begin
though, at least until the GM gets a good
feel for the system, it is highly suggested
that players begin with 100 points in their
Pool. These points are to be used on all of
the numeric aspects of the character, such
as Attributes, Powers & Equipment,
Public Image, and Luck. Taking Flaws or
lowering the Public Image and/or Luck
rating of the character may later augment
the Pool.

Abilities Public Image


Abilities are a character’s eight natural Public Image is a measure of how
resources: four mental (Knowledge, people think of a character, especially the
Willpower, Deduction, and Charisma), media’s portrayal of him. This is judged
and four physical (Strength, Agility, on a scale of –10 to +10, with 0 being
Dexterity, and Speed). Ability levels of 1 average or unknown. The positive
through 10 are the normal Human range, numbers reflect a good image, while the
with 5 being average. Any levels up to and negative numbers reflect an evil or bad
including level 20 are purchased at a cost image. It is very possible for a superhero
of 1 point per level. For any Ability levels to be seen as evil by the general public.
over 20, the cost is double the attribute The number not only represents how well
level (for example a level 40 Strength costs or poorly he is seen as, but also how far he
80 points). There is no limit on Ability is known for being it. For example,
levels, as long as the players have the someone with a +1 Public Image might be
points in their individual Pools to buy the known as a “Good Guy” in one particular
desired level. neighborhood, while someone who has a –
10 Public Image would be seen as a “Bad
Invulnerability is treated as a special Guy” by the entire planet or possibly
ability. Players decide how invulnerable farther, depending on the scope of the
their characters are compared to normal Story.

6
The cost for Public Image is 1 point the equipment could become lost or
per level. Characters gain points in their broken.
Pools for taking a negative. Zero is free.

Luck Cost Name Description

Luck is bought like Public Image. It 1 Airplane Hero owns a plane for
ranges from a –10 to a +10, and it costs or personal use.
pays 1 point per level. Luck can be used 2 X-ray vision Allows hero to see
several ways during the Story. The most or through solid
common use of Luck is when an X-ray goggles obstructions.
appropriate Skill or Ability does not exist 3 Accelerated Hero can heal between
to perform the required task. (E.g.) Maybe Healing Sessions.
the Heroes go to Atlantic City for the 3 Eat Metal Hero can both chew
weekend, or you hope that the traffic is light and digest metals but
in a car chase. Luck can also be used with a takes time to do it.
Skill or Ability check in extreme 4 Animate Dead Hero can create
situations. This is explained further in zombies from corpses.
Chapter 3: Task Resolution. 5 Flying Hero can defy gravity
with control.
Powers & Equipment 5 Pyrokinesis Hero can create fire
Powers & Equipment are abnormal or with the power of the
abilities and gadgets that separate Flamethrower mind (or a torch).
characters from normal people. In essence, 5 Elasticity Hero can bend and
Powers and Equipment lead to the same stretch body as needed.
effects, but it is important to decide which 6 Invisibility Hero can become
it is for character development. This or unseen by eyes and
category is very subjective, because a Cape of video equipment.
character can do anything a player can Transparency
imagine, as long the points are in the Pool 7 Telekinesis Allows flight plus
for it. It is impossible to list all of the or control of other objects
AntiGrav (up to 150 lbs).
Powers that one might come up with,
Device
which is part of the fun of a B&B Table 1: Sample Powers & Equipment
character. The GM has to work very
closely with players on this step. Included
in Table 1 is a list of some generic Powers Skills
and suggested point costs, along with a
Skills represent the things a character
description of the power or equipment at
a particular level. Please remember that has learned throughout her entire lifetime.
these are merely suggestions, not a Unlike most games, players are not
definitive list. As always, the GM has final limited to a definitive list of Skills. It
say over what a Power costs and what would not be possible to create an
limitations it might naturally have. exhaustive list of what superheroes can do.
Equipment that emulates a Power is Players can include anything they think
purchased at the same cost, but should be their characters would know. Skills are
accompanied by a dependency flaw. This broken down into three major categories:
Grand, Basic and Specialized Skills.
flaw should be at a level of 1 or 2, because

7
Grand Skills Basic Skills Specialized Grand Skills are broad in their scope,
Skills and can be used for anything that they
Sawed-Off cover. (E.g.) Chris wants his character Fang
Shotgun to be able to fix cars. If he takes the Grand
Marksmanship
Revolver Skill “Vehicle Repair,” he will also be able to
Crossbow
fix motorcycles, boats, jets, spaceships, etc.
Katana
Melee
Weapons Use Switchblade
Weapons Basic Skills are just that: a basic
Baseball Bat
Laser Pistol understanding of a neither too broad nor
Energy Neutron too narrow topic. (E.g.) Chris realizes it
Weapons
Grenade would be a waste of points (more about this
Plasma below) to buy the Grand Skill, so he
Sword considers buying the Basic Skill “Automobile
Algorithm
Analysis
Repair.” This narrows it down to most cars,
Computer motorcycles and trucks, which is a lot closer
Science Data
Encryption to what Fang would be familiar with.
Networking
Artificial Specialized Skills only encompass a
Intelligence very small amount of info, and cannot be
Technological
Robotics Pneumatics used outside of it. (E.g.) Fang starts to run
Design
Circuit
low on points, so he decides to dump the
Design
Structural Basic Skill, and instead buy the Specialized
Design Skill “Auto Body Repair.” He can fix all the
Engineering Electrical bullet holes, and smashed windshields he
Engineering wants, but when it comes to the engine, he’s
Plastics clueless.
Knowledge,
U.S. Civil
A list of skills and suggested categories
War
Knowledge, is provided in Table 2 to help give you a
U.S. History Knowledge,
Constitution better idea on where certain skills fit.
Knowledge,
Ohio History Skill levels range from 1 through 5.
Knowledge, Skills cost more based on how broad they
Roman are. Specialized Skills only cost the desired
Empire
Knowledge,
level. Basic Skills cost twice the level.
Knowledge,
Knowledge, World History World War II Grand Skills cost three times the level. It
History Knowledge, should be understood that a character has
Alexander some Skills because of upbringing, called
the Great Obvious Skills. These skills are NOT
Knowledge, written on the Character Sheet. They will
Egyptian be the same for most characters: driving a
Mythology
car, knowing how to read, understanding
Knowledge, Knowledge,
Ancient Western a simple map, going to the bathroom, etc.
History Civilization The important thing to remember is that
Knowledge, these skills only apply to mundane
Bronze Age circumstances.
Toolmaking
Et cetera… Et cetera… Et cetera… Table 2: Sample Skills

8
Example: Flaws
Fang wants to drive down to the corner Flaws are the down side to a character,
store and pick up a gallon of milk, but is along with low Luck or Public Image.
concerned because he doesn’t have a Driving Every character should have at least one
Skill. He can still do this because he was flaw, as it leads to better role-playing. A
raised in our modern society. On the way flaw is not required, especially if the
back from the store, Fang passes a bank character’s Luck and/or Public Image are
robbery in progress. He revs up the engine, low (plenty of role-playing to be had
throws it in high gear and says that he wants there). When making a character, players
to chase the perpetrators through oncoming get some points added to their Pools for
traffic. Not having a Driving Skill is now taking Flaws. The number of points
important. He will only have his Dexterity depends on how much a hindrance the
to help him, and the check will be made at a Flaw is, but a suggested limit would be 5
penalty (See Unskilled Task Resolution). points. This is the GM’s call. A sample list
of Flaw levels and descriptions is included
Some characters will have a different set in Table 3.
of Obvious Skills, for example, if they are
from the distant future or past, or from Abnormal Superheroes
another planet or dimension (such as the Some characters conceived by players
5th Dimension). These Skills are up to the just won’t fit into the normal Character
GM’s discretion, but it should be fairly Generation rules. The GM should make
obvious what they don’t have. Driving a the character in a way that makes sense in
car, for example, would not be part of an the system, keeping to the character
alien’s Obvious Skills, but using a concept. The most common problem in
teleporter might be. the Character Generation process is the
Shapeshifter Power. How this works
Level Description
depends on how the character shifts. The
1 This level of Flaws usually deals with following examples are a guide to adapting
minor inconveniences. These Flaws the system around abnormal characters.
should be unpleasant, but generally easy
to avoid or work around. Static Mass Shapeshifting:
2 This level of Flaws usually deals with
The character has to maintain her body
major inconveniences. It is a bit harder
to work around these Flaws than with a mass through each shift, and she can only
Level 1 Flaw, but still nowhere near shift into organic things. Both limitations
impossible. can be taken as Flaws, since they limit her
3 Flaws at this level begin to pose a low Power. The bonus for this type is that the
level of risk to the character. At this character can retain all of her mental
point, it is entirely possible for these
faculties at all times. Also, if the character
Flaws to cause damage or weakness.
4 Flaws at this level begin to pose a high
is otherwise Human, the player should
level of risk to a character. These Flaws spend what she wants for her normal
may induce a temporary loss of Power Human Abilities. Add up the Brawn
or reduction of Ability when triggered. section and call this total her Physical
5 Flaws at this level are a severe risk and Pool. When she shifts, her Brawn Abilities
quite often lethal. These Flaws will can be reassigned anyway she wants as
most likely cause a permanent loss of
long as the Physical Pool is unchanged.
Power or reduction of Ability when
triggered. Higher levels of Invulnerability can be
Table 3: Flaw Levels temporarily bought at ten points per level

9
increase from her Physical Pool as well, absorb a toaster oven, compact car, or
representing the formation of exoskeleton building. If the character starts with too
armor. much mass, the excess atoms are
temporarily scattered to the winds.
Limited Form Shapeshifting:
The shifter only has one or two other The GM should impose a time limit on
form(s) she can shift into. The player the shift. This limit depends on the size
figures out the Abilities for each form, difference between the character’s normal
including her natural state, and then pays size and the size of the temporary form.
the point cost for the highest level of each The character takes on whatever attributes
Ability. This is also a good way to handle are appropriate for the new form, but after
power suits and other Equipment that the time period expires, all of the atoms
augments the character’s normal Abilities. return to their normal form. Toaster
ovens, cars and buildings are unharmed by
Mass Exchange Shapeshifting: the process, but are moved. The time
The character wants to be able to turn period should be kept in real time, and
into anything and any size. Since this is should be announced at the beginning of
very powerful, she must either absorb or the shift. Regardless of what is happening
dispel mass from her body to reach the in the game when the real-world deadline
new body size, if there is any change. If comes up, the shift is reversed.
more mass is needed, the character can

10
Chapter 3: Task Resolution
There will be times during the game player represents good, and thus aids the
when characters will need to make use of character in completing the task at hand.
Skills and Abilities to perform tasks. The number away from the player
While mundane tasks and Obvious Skills represents evil, and thus detracts from the
can be assumed to be automatically character’s attempt at the task. An
successful when attempted, other tasks opposing tile is played so that it adds to
requiring specialized Skills will trigger the both the good and evil sides. Should good
need to test whether a character can triumph as the higher number, the
handle the situation successfully. For this character successfully completes the task.
purpose, the players will use the tiles in If evil prevails, however, the character’s
their hand. attempt at the task is unsuccessful. Just
how the process works in detail depends
largely on whether the character is skilled
or unskilled in a field related to the task,
and whether or not the Skill is opposed by
another character.

Eventually, one’s hand will empty. If


this should happen to a player, he should
replenish his hand with a fresh stack of
three tiles. The same holds true for the
Hand of Fate. The GM, however, has
only one non-renewable hand per Session,
and must play his hand wisely.

About Skill and Ability Levels


How well the character does at a task is
partially based on Skill and Ability levels.
These levels add to the result of
subtracting the evil numbers from the
good numbers on the tiles played. If the
character has a level in a Skill, the task is
considered skilled. If the character has no
level, and the task does not fall into the
Understanding the Tiles category of an Obvious Skill, then the task
As is the nature with dominoes, the would be considered unskilled. In the case
tiles are divided in half, with a number on of a skilled task, both the Skill level and
each side. When a player plays a tile, it the related Ability level would be added to
should be played so one number is close to the tile result. For unskilled tasks,
the player and one number is away from however, only a related Ability level would
the player. This represents the inherent be added to the tile result. These
dichotomy of good and evil in the conditions are explained in greater detail
superhero world. The number close to the later on.

11
DT Description Examples About Non-Player Characters
It should be mentioned briefly that
<8 Simple Every day activities:
driving a car in normal interaction with Non-Player Characters
traffic, turning on a (NPC’s) is handled differently than
computer, using the interaction between Player Characters
telephone. (PC’s). Even in situations where a task
8 Easy Programming a VCR, involves an opposition between a PC and
avoiding a falling object, an NPC, it would be resolved as an
climbing a fence.
unopposed task, using the sum of the
10 Average Climbing a barbed wire
fence, picking a simple NPC’s appropriate Skill and Ability levels
lock, passing an algebra as the GM’s Difficulty Target (DT).
exam.
14 Tough Hacking into a secure Skilled Task Resolution
database, throwing a
radiator across the room.
Unopposed Tasks
When resolving unopposed, skilled
18 Very Jumping over a 7’ fence, tasks, the player chooses a tile from his
Difficult pushing a bus up hill,
hand to play face-up in front of himself,
passing a quantum
mechanics exam. determining which end should represent
20 Seemingly Outrunning a race horse, good and which should be evil. Usually, it
Impossible picking up a car and is best to keep the higher number as the
throwing it, calculating good. The Hand of Fate, located in the
[e*(Pi)^(-1/2)] in one’s center of the play area, is rotated so that
head. one end points toward the player. The
25 Super Jumping over a building,
stacked hand should still be face down.
Human making a time machine,
breaking the sound The top tile is then flipped face-up to the
barrier oneself. left side of the hand without further
30 Super Picking up a building, rotating. The number facing the player is
Difficult running on top of air added to the good number on the player’s
molecules to make tile, just as the number further from the
oneself fly, genetically
player is added to the evil number on the
engineering bacteria to
be sentient. player’s tile. This leaves the character with
40 Super Moving oneself faster one good number and one evil number. If
Impossible than the speed of light, the good number is larger, the difference
making a time machine between the two numbers is added to the
from common household sum of the appropriate Skill and Ability
items, pushing the moon levels. If the evil number is larger, the
into a higher orbit.
difference is subtracted from the sum of
> 40 Godlike Anything over 40 is
the Skill and Ability levels. This final
pretty easy to determine
by what the player says result is compared to the DT to determine
they are attempting to the final success or failure of the task. If it
do: moving stars around is greater than the DT, the task is
in outer space, creating a successful, and the difference between the
devise that makes black sum and the DT determines the degree of
holes spew out matter
success. For example, a success with a
instead of pulling it in.
Table 4: Difficulty Targets
difference of 1 may mean the character
just barely made it, while a difference of

12
12 may mean the character never broke a Unskilled Task Resolution
sweat. Unopposed Tasks
Unopposed, unskilled tasks are resolved
Opposed Tasks identical to unopposed, skilled tasks, with
Resolving opposed, skilled tasks is one major exception. The player still
similar to resolving the unopposed. The chooses a tile to pick from her hand if
two opposing players play a tile face-up in possible, but she has no choice regarding
front of themselves, determining which placement. Since the character has no skill
end should represent the opponent. Each pertinent to the task at hand, the odds are
player adds the two numbers facing him. stacked against her. Therefore, when the
This leaves each character with a number. player places her tile face-up in front of
The player with the higher number is herself, the higher number must be on the
successful. He then adds the difference evil side. A tile is played from the Hand of
between the two numbers to the sum of Fate, and success is judged based on the
the appropriate Skill and Ability levels to DT. Depending on how dire the situation
determine the degree of success. is the player could also opt to take
advantage of his Luck level.

Example: Example:
Fang has been captured by Governor Fang stops at the control panel for the
Grim, Supreme Lord of Planet YU2, and MegaLaserCannon and realizes he doesn’t
must escape! He’s tied to the Mega Laser know the first thing about using a computer.
Cannon aimed at Earth. Luckily he learned With no relevant skill, he is left to use only
the skill Escape at a level of 3, and has his Deduction at a level of 4. Chris, Fang’s
Agility at a level of 6. Chris, Fang’s player, player, plays a tile from his hand with a 5
plays a tile from his hand with a 6 and a 1. and a 4. He has no choice but to place the 4
Obviously choosing to do his best, he places in front of him on the good side, and the 5
the 6 in front of him on the good side, and away from him on the evil side. He then
the 1 away from him on the evil side. He turns the Hand of Fate and flips the top tile
then turns the Hand of Fate and flips the top to the left of the stack, parallel to his tile.
tile to the left of the stack, parallel to his tile. The tile has a 4 on his evil side, and a 2 on
The tile has a 6 on his evil side, and a 5 on his good side. That means the total good
his good side. That means the good points points are 6 (4+2=6) and the total evil
total 11 (6+5=11) and the evil points total points are 9 (5+4=9). Fang’s evil number is
7 (1+6=7). Fang’s good number is larger, larger, and the difference is 3. This is
and the difference is 4. This is added to his subtracted from his Deduction level of 4 for
Escape skill level of 3 and his Agility level of a total of 1 (4-3=1). The GM knows that
6 for a total of 13 (4+3+6=13). The GM the computer is big and intimidating for a
knows that Governor was a lousy Boy Scout guy like Fang, who wouldn’t know the
and couldn’t tie a knot to save his soul. He difference between a hard boot and a soft
also left after spilling his guts about his boot. This task is nearly impossible for Fang,
Master Plan. The escape is fairly possible for because the DT is 12. He severely failed with
a guy like Fang, so the DT is 8. He clearly an 11-point degree of failure. Fang has
succeeded with a 5-point degree of success. inadvertently turned the MegaLaserCannon
Fang unties the rope in seconds and heads to back on himself and now has only a precious
the main computer to disarm the Mega couple of minutes to get out before the Grim
Laser Cannon… Lair self-destructs!

13
Opposed Tasks Skill, then the task would be unskilled,
As with unopposed, unskilled and should be resolved accordingly.
resolution, the unskilled character’s player
has the choice of which tile from his hand
to play, but must play the higher number
to represent his opponent. If both
characters are unskilled, both must do
this. Each player adds the two numbers
facing him. This leaves each character
with a number. The player with the
higher number adds the difference
between the two numbers to the
appropriate Ability level. The result is
compared to the opponent’s Ability level.
The person with the higher number is
successful.

Using Powers & Equipment


As stated earlier, Powers are abnormal
abilities. When using a Power to resolve a
task, the Power level would replace an
Ability level. The point is the Power About Luck
becomes the Ability.
Luck can be used to augment a
character’s Skill or Ability rating in
Example: extreme situations. Perhaps a player’s
MindMatter has the Telekinesis Power at character has an Archery Skill. If she were
a level of 7. She wishes to use her Power to trying to shoot an arrow at a car, it would
mentally grab a rope across the room and tie just be resolved as normal. But shooting
up an escaping henchman. While she does an arrow through the open window of a
have a skill in Roping at a level of 3, she’s car, hoping to hit the steering wheel and
not physically doing the task. To find her set off the airbag, while she is riding a
result, she would add or subtract the horse next to the car on the freeway, is an
difference between the good and evil extreme use of the Archery Skill and
numbers to her Roping and Telekinesis would partially depend on how lucky she
(3+7=10). She compares this total to the is. Players merely add their Luck to their
GM’s DT and finds she is successful. characters’ Skill checks in these cases.

Some Powers may need an associated GM Intervention


Skill to accomplish complex tasks. For Remember now that the GM has a
example, if a Character has Flight Power, hand of his own. Whenever the GM sees
levitation would be no problem, but a fit on unopposed task resolution, he may
check against a Flying Skill would be play exactly one tile perpendicular to the
required to levitate while carrying evil side of the tiles. This means that both
something or trying to navigate at a low numbers on the GM’s tile are added to the
altitude through a metropolitan area. If evil side. The GM is limited to
the character did not have the necessary intervening only three times per Session,

14
though, because the GM’s hand is not If it is on the opposing side, it is
renewable. The GM may only play one considered a Super Mishap. This means
tile per intervention. that when the circumstances arise in
opposed task resolution, one player will
Super Success have Super Success, while the other suffers
and Super Mishap a Super Mishap. In the very unlikely event
If at any time, one side has two sixes on that both sides have two sixes at the same
the tiles, this is considered an automatic time, then the GM is encouraged to
success to a cosmically outstanding degree improvise a very good story as to why
for that side in the task at hand. If this everything came to a cosmic standstill,
should be on a player’s side, it is because that’s what happens.
considered a Super Success for that player.

15
Chapter 4: Combat and Damage

Initiative Determining Damage


To start combat, each character goes in The next step is to determine damage.
order of initiative. A character’s initiative In Brains & Brawn, there is a damage
is determined at the beginning of each table (Table 6) to act as a general guide in
combat round. The player plays a tile figuring damage. Yet again, it’s nearly
from his hand. The result of subtracting impossible to add in all of the things a
the lowest value on the tiles from the GM might throw against players, but the
highest value on the tile is added to the table lists some common damage values
Speed attribute. The characters with for GM’s to easily figure out anything not
higher initiatives go first. When everyone included in the list. A GM only needs to
has gone once, subtract 10 from all look for the weapon/object/circumstance
initiative scores. The characters with a injuring the character on the chart. If it
result greater than zero go again, with the isn’t on the chart, the GM should look for
highest number being first. Repeat this something that would hurt about as
process until no initiative scores are left much, or some things it might fall
greater than zero. between, to estimate the value. For melee
attacks, add the attacker’s Strength to the
Resolving Combat weapon’s damage value. Add that number
To resolve a combat action, both to the result, and subtract the defender’s
characters play a tile. If one character is an Strength to determine the damage. It is
NPC, then the GM draws a tile from the important for the GM to consider the
Hand of Fate. Whoever wins on the tiles desired level of realism involved. If a
gets to add the result to his/her attack or character reaches maximum damage, does
defense. The attack/defense is decided by it result in death, unconsciousness or
adding the appropriate Skill and Ability somewhere between? This choice depends
for the chosen maneuver. In close combat on the tone the GM craves for setting.
or dodging, players would use their Agility
plus the appropriate Skill. If the character Damage Value + Result – Strength = Damage Done
were firing something, the player would
use Dexterity plus the appropriate Skill.
Cost Weapon Class
Attack and defense numbers are then
compared to see if an attack gets through. 0 Clubs
Small Blades
Example:
Fang decides to unleash a devastating 1 Large Blades
kung-fu kick to Razor’s head. Fang plays a Small Guns
tile, and one gets drawn for Razor. Fang 2 Large Guns
ends up with a result of 3 on the tiles, and
adds that to his Agility and Kung Fu, 9 and 3 Really Large Guns
4, for an attack of 16 (3+9+4=16). Razor Small Energy Weapons
defends with his Agility and his Brawling, 7 4 Large Energy Weapons
and 2, for a defense of 9 (7+2=9). Fang’s
attack succeeds by 7 points (16-9=7)! Table 5: Weapon Cost

16
Class Examples Damage character sheet arranged in a pyramid, and
each box represents one damage point. If a
Clubs Baseball bats, boards,
+1 (15) character has invulnerability, however,
crowbars
each box can absorb a number of damage
Small Knives, razors, ice points equal to their Invulnerability
Blades +3 (17)
picks, broken bottles Rating. For example, a character that has
Large Swords, machete, saw an Invulnerability Rating of 10 can take a
Blades +5 (20)
blades total of 100 damage points.
Small Most pistols, .22 rifles, Obviously, there are other Powers and
15
Guns bow and arrow Equipment that could affect damage. If a
Large shotguns, assault rifles, character can activate a force field, either
Guns 17
Desert Eagle 50 cal. through a gadget or mental powers, the
Really Mortars, chain guns, force field rating should be taken as added
Large missiles, cannons, 20 Strength for the purpose of damage
Guns shrapnel grenades
absorption.
Small
Laser pistols, photon
Energy 18
Weapons
whips, ray guns Healing
Large For most characters, healing is quite
Laser cannons, neutron
Energy 23 simple. Every character starts each Story
grenades
Weapons without any damage. The obvious
Table 6: Weapon Damage Values exceptions would be if a character took an
injury that had them lingering near death,
Note: The numbers in parenthesis (#) indicate the
maximum damage value for the weapon. These values in other words it would be a major story
can only be exceeded by adding the value from the point.
tiles.
The other marked exception to this
rule is using characters with an
Example: Accelerated Healing Power. This could be
When Fang kicked Razor in the head, he handled several ways, depending on the
did it with 7 result points. The damage points spent on the Power. A three point
value for a kick is Fang’s Strength (7), which Power might allow the character to start
gives us 14. From this we subtract Razor’s every Session without damage, perhaps a 5
strength of 9, thus he receives 5 points of point Accelerated Healing allows the
damage. character to heal 1 box of damage for
every hour of real time (outside the game).
The values in Table 6 are highly The exact use of this is up to the GM.
recommended, but it’s okay to go outside
of them if it’s for a plot point. For Equipment that can heal can also be
example, if the GM wants a human bought, and its healing abilities should be
character to be shot and in the hospital for determined when the equipment is
most of a Story, he shouldn’t have to keep purchased, again using either points from
shooting the character until the numbers the character’s initial Pool, or using
work out right. experience points. Perhaps the device can
heal two boxes of damage, but then needs
Representing Damage at least an hour to recharge. Players and
For human characters, this is quite GM’s are encouraged to use some
simple. There are ten boxes on the imagination here.

17
Chapter 5: Character Advancement
One of the most rewarding parts of any first, but the higher a Skill level is for a
role-playing experience is watching character the more important it is for that
characters change over time. Unlike most character. The most important things a
genres, however, superheroes don’t tend to superhero is capable of don’t tend to
make huge advancements over relatively change quickly or easily. New Skills can
short periods of time; growth is generally a also be bought at this time, at level 1, for
slow process and is tightly entwined with the same costs.
the Story the character is in. B&B reflects
this slow but steady growth by awarding
each player one experience point per
Session played. These points can be spent
either by the player or the GM, as
described below, at the end of each Story
to show the advancement of the characters
as they go through the motions of being a
superhero.

Denying Experience Points


It is up to the GM to decide whether
the characters actually deserve their
experience point at the end of a Session. If
the characters completely bumble through
the adventure without accomplishing any
objective, destroying the city in the
process, the GM can withhold the points.
Also, if the GM doesn’t feel like the
players are putting in effort to play the
roles of their heroes, the GM can deny the
points explaining his reasoning.

Improving Skills and Equipment Equipment


At the end of a Story, a player can Players also have a chance to improve
spend all of the Experience points she’s their characters’ equipment or to acquire
earned throughout the story (and points new equipment between stories. They can
saved up from previous stories) to improve either build this themselves, ask another
the Skills and Equipment the character character to build it for them, or go out
has. and find someone who will do it for them.
The cost will be whatever the GM decides
Skills the level would be, as in Character
The cost for a new level in a Skill is the Generation, with the exception that you
same as in Character Generation. Skill DO NOT get points back for Flaws
levels cannot be skipped, and each Skill associated with the equipment (including
can only improve one level between the fact that it is equipment and can
stories. This might seem a bit expensive at become damaged).

18
Improving Powers and Abilities let the players get carried away with this,
These can only be improved by the or eventually none of the characters will
GM spending points on your character, have an Ability rating below 9 or 10.
and can be done at any time: between When raising Abilities, the GM shall
Stories, between Sessions, or in the middle follow the Character Generation rules
of a battle. The reasons and use of this are using the player’s experience points to do
described below. so.

Powers Lowering Powers and Abilities


Growth of powers is not something Just as GM’s have it within their power
that superheroes generally have much to raise a character’s Powers and Abilities
control over. Superheroes can either do when they see fit, they can also lower
something or they can’t. Even if it is a them. This costs the players nothing but
Power that has a damage associated with the loss of levels itself.
it, like lasers that shoot out of the
character’s eyes, superheroes can’t exactly Why GM’s Decide
improve these, while the GM can. Players shouldn’t be asking the GM to
Whenever he sees fit, a GM can change or change things about their characters. The
adapt a character’s Powers, using that GM should adapt the characters’ Powers
character’s experience points to do so. and Abilities based on things that happen
within a Story or if they just want to
Abilities change the way a player plays his
The same holds true for Abilities. If a character. Let’s face it, it happens all of the
player has a super smart character, with a time: someone who has been a super-
22 in Deduction for instance, he’s not strong, physical character for 50 years can
going to get any smarter by playing a few suddenly turn into an energy based
games of chess. His Deduction would be character. He didn’t ask for it, but now he
one of his most important features. This has to deal with it. It just makes for an
also holds for Abilities within the human interesting story.
range (up to and including 10). Sure, a
character might want to increase his 3
Strength and start going to the gym to lift
weights, but this would be a life changing
decision, since he hasn’t done it up until
this point. A player should start his
character with Abilities appropriately set
to match the way the player envisions the
character to be, and not by getting weak
Abilities with the hope to raise them soon.

On the other hand, Abilities below 10


can take some indulgence from the GM.
If a character with a low Strength gets
smacked around a bunch during a Story
and decides to start lifting weights, the
character’s Strength should eventually rise
after the GM feels he’s dedicated enough
time to the pursuit. Just be careful not to

19
Character Name Secret Identity

Age: Height: Public Image:


Exp: Character Sheet
Weight: Luck:

Invulnerability Rating:
Knowledge Strength

Deduction Agility

Willpower Dexterity

Charisma Speed
Powers & Equipment:
Name/Description Level Name/Description Level

Skills:
Name Type Level Name Type Level

_ _ _ _ _ _

Flaws:
Name/Description Level Name/Description Level
_ _ _ _

© 2002 5 th Dimension Publishing. Permission granted to photocopy this sheet for personal use only.

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