HTH: Brick
By Mephisto
(NOTE: Does not include the "two attacks for living!")
This is a hand to hand style for heroes and villains with the following powers: Superhuman Strength, APS: Metal, APS: Stone, Growth, Invulnerability, Supernatural Strength, and any power or ability not mentioned that provides superhuman or greater strength. It also includes mineral aliens. Note that Underwater Abilities do not get to have HTH: Brick! It is more appropriate for mutants and aliens that pre-exist with these abilities than experiments that are granted these abilities later in life.
The basic style of this ability is pretty simple. The character knows that he's going to get hit and usually waits patiently for the opponent to make a mistake and get too close. He or she then waits for the opponent and will try to overpower him or her. This involves grabbing, holding, and crushing the opponent, and also trying and slamming him or her against a hard surface. Another aspect of this style is that if an opponent especially one that is lighter than the character, then he or she can be leaned on to suffer damage.

(*): A Falling Slam Attack is available only after a successful Body Hold. The character simply use's his or her weight and falls on the opponent. The damage is based on the weight of the character. Each 100 pounds past 200 pounds does 1D10 damage, so a 600-pound character will do 4D10 (or 1D4x10) damage. P.S. damage bonuses are not applicable. Likewise, a character that is caught in the Body Hold, unless he or she has intangibility, teleportation, or similar power, cannot escape or defend against the Falling Slam Attack. Note that this is not the same as the professional wrestling move Body Slam, the character simply leans into the opponent and does not actually pick up the opponent. Also keep in mind that no additional damage is done by the character laying on top of the opponent after the Falling Slam Attack is successful. However it is an effective means of subduing ones opponent (cannot move unless he or she has a P.S. that will allow him or her to lift the heavy mass).

Requirements: 3 skill slots (can not be secondary skills) and also must have either Superhuman Strength or one of the above Major Super Abilities.
Attacks per Melee: 2
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Dodge, Parry, Automatic Parry, Strike (Punch)(1D4), Snap Kick (1D6), Body Flip/Throw (1D6), Crush/Squeeze (1D6 to Hit Points), Automatic Body Hold, Falling Slam Attack (*), Pull Punch, Knockout/Stun, Critical Strike, Critical Strike from Behind.
Level Advancement Bonuses:
1st: +2 Pull Punch, +1 Parry, +2 Damage.
2nd: +1 Maintain Balance.
3rd: +1 Attack per melee.
4th: +1 Roll with Punch/Fall/Impact, +1 Hold.
5th: Critical Strike on Natural 18/19/20
6th: +1 Dodge, +2 Damage.
7th: +1 Strike, +1 Parry.
8th: +2 Pull Punch, +1 Attack per melee.
9th: +1 Maintain Balance.
10th: +1 Parry, +2 Damage.
11th: Knockout/Stun on Natural 19/20, +1 Hold
12th: +1 Strike, +2 Damage.
13th: +1 Body Flip/Throw, +1 Attack per melee.
14th: +1 Maintain Balance, +1 Roll with Punch/Fall/Impact.
15th: +1 Dodge

Hosted by www.Geocities.ws

1