I translated most of the Plastik Armory Abilities into BrikwaRPG costs. I've pasted a short description of each ability from the thread.:
Berserker: +5 points cost, gains Berserker ability (After any successful kill, the minifig flies into a beserk rage, and may take a free melee attack (including an angry inch) against a new target! This cannot chain off from charges, however.)
Angrier Inch: +4 points cost, (This minifig may leap 1d6" instead of the normal 1" angry inch.)
Gun-Kata: +5 points cost, (The minifig may treat ranged weapons as if they were melee weapons; they may use an angry inch, use two small arms against the same target simultaneously, and counter-attack with their guns. They still may not parry attacks, or use their guns as parts of charge attacks.)
Skirmisher: +4 points cost, (This minifig may carry and use any size 1 weapon in their off-hand while carrying a heavy CC weapon in the other.)
Shield Wall: +4 points cost, (When they are able to place their shield within touch of at least two other friendly shields, they may form a shield wall, automatically parrying any attacks coming from the direction of their shields. Shields on top blocking attacks from above must touch at least four other shields.)
Grenadier: +6 points cost, (As either a standard action or as part of reloading an explosive weapon, grenadiers are able to generate one MkI explosive per turn. In addition, they may upgrade MkI explosives into MkII explosives as another full action. They may NOT share their grenades with others.)
Have-At-You: +4 points cost, (The minifig may parry and riposte without penalty)
Rogue: +4 points cost, (The rogue may steal an object from another minifig at a use rating of 5, and may also deal an extra 1d6 damage if they attack someone from full cover or from behind.)
Sniper: +5 points cost, (When stationary and aiming, this minifig may elect to flip a coin instead of making a normal attack. On a heads, boom, headshot! a single brick element within range (including height and scope modifiers) is destroyed, usually a poor minifig's head. On a tails, the sniper misses, and must find another spot 5" away to try from. Snipers must also operate alone, and cannot use this ability within 6" of a friend or foe. Instead of destroying the brick, sharpshooters may also use their bullets or arrows for more precise manipulation of levers and buttons, and even perform "trick shooting.")
Shield Basher: +4 points cost, (Successful shoves push 2" and deal 1d6 damage, can push objects up to twice own size)
Last Stand: +5 points cost, (Upon death, minifig is allowed to remain alive and dying until the end of their next turn. They may not move, and may only spend an action.)
I'll Be Back: +6 points cost, (Upon death, roll a d6. On a 6, the minifig arises on it's next turn. Roll only once per fig.)
Duelist: +4 points cost, (May challenge opponents up to 12" away. May negate all cover and feces target to spend no actions that do not include them, but the enemy also gets a +1 bonus to hit.)
I have also made my own abilities, some of which were adapted from Silverdream's concept:
Trollolol: +4 points cost, can roll against another unit's skill. If the troll's roll is higher, the target will be forced to vent his rage by attacking a randomly selected unit of any allegiance within 1d6 range of him.
Seductive: +6 points cost. Can roll against another unit's skill, and if the character with this ability rolls higher, the target is forced to do whatever she wants. Does not work on robots, Math/CS teachers, or other socially-awkward minifigs.
I'm also experimenting with "negative" abilities that cost a negative amount and have bad effects, i.e. "Being silver dream", "cowardly," etc. Thoughts? The main point behind BrikwaRPG is in having a variety of abilities so we can make unique characters.
Because everything's better with math.