Chapter Ten
Creatures

Not all Creations are designed for active roles. Objects like trees, warehouses, and bridges perform their duties perfectly well by just sitting there and not wandering off at critical moments. If a Creation is intended for more proactive tasks, such as moving around, carrying loads, or vaporizing civilians, it needs either a mind of its own or an intelligent operator at the controls.

The difference between a Creature and a Vehicle is that Creatures are capable of independent thought and action, whether their brain is composed of meat, circuitry, or magic. A mech piloted by a minifig is a robotic Vehicle; a mech operating independently to destroy all minifigs is a robotic Creature.


10.1 Minds

Action Enhancements
StatBaseEnhancement MaximumImpairment
Action Action d6
Mind
Action
+1 die size
Action d12
Mind
-Action
Half-
Minded
+1 Action d6 Mind

Of all the inadvisable weapons and devices ever bolted onto a Creation by negligent Humans, the Mind is the most destructive. A Mind harnesses the power of an Action die to turn a Structure or Vehicle into an independent Creature, granting it one Action per turn without any corresponding sense of moderation or decency to use that Action wisely.


Action Dice

Action Dice
Action DieSkill Level ExamplesOver The Top Chances
Action d4 Incom­petent zombies, civilians
(see Half Minds, below)
123 4 +1d4*
Action d6 Capable standard troopers
123456
Action d8 Expert specialists, officers, veterans
123456 78
Action d10 Heroic Heroes
123456 789 10
Action d12 Super­natural demigods, immortals
12345 67 89 1011 12

Action Dice
Action DieSkill LevelOver The Top Chances
Action d4 Incom­petent
zombies, civilians
(see Half Minds, below)
1234 +1d4*
Action 0%* (0/4)
Action d6 Capable
standard troopers
123456
Action 17% (1/6)
Action d8 Expert
specialists, officers, veterans
12345 678
Action 36% (3/8)
Action d10 Heroic
Heroes
12345 678 910
Action 50% (5/10)
Action d12 Super­natural
demigods, immortals
123456 789 101112
Action 58% (7/12)
* - Action d4s can't roll high enough to take an Action Over the Top. The best they can do is earn a Bonus d4 on a Critical Success.

Like Weapons, Propulsion systems, and Controls, a Creature's Mind must be represented by a specific physical component on the Creature. For minifigs and other organic Creatures, the Mind is usually contained in the head, but a Mind can be located in any appropriate container: a computer A.I. core, a haunted phylactery, an extradimensional energy crystal, or a haphazardly-wired brain in a jar, for example. If the component containing the Mind is destroyed, the Mind is also destroyed, and the Creature becomes an inanimate object again unless it has at least one backup Mind still functioning.

By default, all BrikWars units have an Action Action d6. For independent Creatures, the Action d6 is all in their own Mind, while Vehicles, weapon emplacements, and dependent Creatures rely on the Action d6 in the mind of a minifig handler or operator.


Abilities
By default, Creatures with Minds have the same general abilities as a regular minifig. As long as they have the proper appendages, they can use equipment, open doors, and toss items around as normal. Common sense should be an adequate guide for whether a Creature has the proper body shape to work a stick shift or the fine manipulators to type on a keyboard. When players aren't sure, a What I Say Goes roll can quickly resolve the issue (for instance, an intelligent cockroach can type on a keyboard by jumping real hard, but it takes him twice as long as normal, and he can't use the shift key without the help of the local cat).

Carrying and Manipulating Objects

Natural Appendages
Appen­dageMotor Skills Natural AttacksExamples
Hands two-handed

can carry, throw,
and operate items

no natural attacks

can Grab or Shove

minifig hands, monkey paws,
robot mani­pulators
Teeth and Claws

can carry or drag items

Action Action d8 in Close Combat

equivalent to one Melee Weapon
up to Creature SizeSize

may automatically Grab
on successful hit, if appropriate

dog teeth, giant lobster claws,
octopus tentacles
Horns and Hooves

can push items

equivalent to one Melee Weapon
up to Creature SizeSize

may be used as a Charging Weapon,
if appropriate

may automatically Shove
on successful hit, if appropriate

mammoth tusks, moose antlers,
unicorn horns, horse hooves
Natural Appendages
Appen­dageMotor Skills Natural Attacks
Hands two-handed

can carry, throw,
and operate items

minifig hands, monkey paws,
robot mani­pulators

no natural attacks

can Grab or Shove

Teeth and Claws

can carry or drag items

Action Action d8 in Close Combat

dog teeth, giant lobster claws,
octopus tentacles

equivalent to one Melee Weapon
up to Creature SizeSize

may automatically Grab
on successful hit, if appropriate

Horns and Hooves

can push items

mammoth tusks, moose antlers,
unicorn horns, horse hooves

equivalent to one Melee Weapon
up to Creature SizeSize

may be used as a Charging Weapon,
if appropriate

may automatically Shove
on successful hit, if appropriate


By default, Creatures have one pair of arms and Hands (or close equivalents) that they can use to carry and manipulate objects.

Creatures without Hands or equivalent appendages may be able to clumsily carry and drag objects, but they can't operate weapons or devices in any useful way. To compensate for this, Hand-less Creatures develop improved natural combat abilities. They gain natural Close Combat attacks equivalent to a Melee Weapon up to their own body Size (8.1: Weapon Size). Dogs can bite, horses can kick, giant scorpions can sting, and possessed food processors can initiate a hostile puree maneuver. For teeth, claw, and tentacle attacks (or if otherwise appropriate), a Creature can make an automatic Grab with any successful hit with its natural attack, and the Creature's Action die is raised to a Action d8 for Close Combat rolls . For horn, hoof, and club tail attacks (or if otherwise appropriate), a Creature can make an automatic Shove on a successful hit, and horns in particular can be treated as Charging Weapons.

A Creature (or any Creation) with the ability to pick up items can carry an object or group of objects up to its own Size at full speed, or twice its Size at Half Speed. It can push or pull objects around up to twice its own Size, at full speed if the object is on wheels or the equivalent, or at Half Speed otherwise. For objects that are Too Big to push, pull, or carry, creations can Divert All Power or use Teamwork to increase their effective strength, just as if they were trying to power a large weapon (8.1: Weapon Size).

Multitasking
Like a minifig, a Creature with a standard Mind has one Action and can focus on one target per turn. If that's not enough for the species a player is imagining, they can add additional standard (Action d6) Minds as Action Enhancements. These extra Minds must have a physical location. They may all exist in the same physical element as the Creature's original Mind, or they may be put in different places if the Creature doesn't want to put all its eggs in one basket. Each Mind can receive Action Enhancements (+1 die size) or Action Impairments (Half-Minded) separately - a multi-brained Creature might be an expert (Action d8) for its first Action every turn, but incompetent (Action d4) any time it goes for a second one.

A Creature with an extra Mind has an extra Action (and an extra Action die) that it can use to focus on one additional target during its turn. With extra Actions, a Creature with multiple Ranged or Close Combat attacks can divide them between multiple targets in the same turn, or to make multiple types of attacks on the same target. A multi-brained or superintelligent Creature can even take two or more completely dissimilar Actions in the same turn (e.g., playing the piano while laying down sniper fire); however, it may not use the same weapon, hand, or equipment item for more than one Action during the turn, and it cannot use more weapons or devices than are allowed under its Power limitations (8.1: Weapon Size).

Multitasking Example: Professor Monkeyhead
Professor Monkeyhead
Elements shown: LEGO, Little Armory

Example: A pioneer in the field of self-bioengineering, the six-armed Professor Monkeyhead is brilliant but insane.

Once a normal minifig student with an Action d6, the future Professor improved his Mind to a powerful Action d10 by using programmed monkey impersonators to attend classes in his place.

With all the extra brainpower saved by avoiding formal education, Professor Monkeyhead was able to develop innovative techniques in the field of replacing his own head with a monkey. In the process, he gave himself four extra arms and a second monkey Mind with an Action d6, allowing him to focus on two Actions simultaneously at different levels of skill. He's still Size 1", so even with the extra hands he's still subject to a minifig's Power limit of two weapon inches, but he plans to use the extra Action for filling out grant applications and claiming authorship on his grad students' research.


Half Minds
Creatures with Minds are fully independent, able to form their own strategies and wage effective warfare without supervision. If this doesn’t fit a player's vision for their Creature, they may elect instead to give it a Half Mind.

Half Minds
Impair­mentUseful­nessNotesExam­ples
Incom­petent im­paired by Stu­pidity Action Action d4 zom­bies, civil­ians
Pro­grammed while exe­cuting program can be repro­grammed robots, mind-control victims
Sub­missive when directed by a master accepts new masters when free horses, fan­boys
Sub­jugated while re­strained by a master never con­trolled by opp­ressor when free slaves, school­chil­dren
Half Minds
Impair­mentUseful­nessNotes
Incom­petent

im­paired by Stu­pidity

zom­bies, civil­ians

Action Action d4
Pro­grammed

while exe­cuting program

robots, mind-control victims

can be repro­grammed
Sub­missive

when directed by a master

horses, fan­boys

accepts new masters when free
Sub­jugated

while re­strained by a master

slaves, school­chil­dren

never con­trolled by opp­ressor when free

Their boom is worse than their bark
The Space Commies are well-known for their questionable attempts to train animals for warfare. The Type-9 Self-Propelled, Remotely Detonated Anti-Tank mines destroyed as many allied tanks as enemy ones.
Photo: Silent-Sigfig
from "Space Commie BMD-300 IFV and Self-propelled mines. (not cool)"
Elements shown: LEGO
Half-Minded Creatures operate no differently than full-Minded Creatures as long as their requirements for Usefulness are met. A Horse is Useful when a rider directs it, a computer is Useful while it has a program to execute, an employee is Useful while under the lash, and a regular civilian can be Useful when he's not being an idiot.

When the requirements for Usefulness aren't met, a Half-Minded Creature becomes a liability. The player controlling the Creature must choose an enemy player and hand control of the Creature to them. The enemy player, on their next turn, may then direct the Creature to take either a Movement or an Action (but not both). At the end of the turn, if the Creature has not been returned to Usefulness, then that player must hand control of the Creature to an enemy of their own. Control passes from enemy to enemy until the Creature has been made Useful again or until it is killed or otherwise removed from battle.

  • An Incompetent Creature is similar to other full-Minded Creatures, but due to a lack of training, motor skills, or intelligence, it is prevented it from being an effective combatant. An Incompetent Creature’s Action die is set at a Action d4, which means it can never roll high enough to go Over the Top. Instead, an Action Action d4 can earn Bonus d4s on a Critical Success like non-Action dice.

    Incompetent units suffer from Stupidity. If a player controls more than one unit with Stupidity, then at the beginning of their turn, before taking any other action, one enemy of the player's choice may choose any one of the Stupid units and control it as if it were their own. The controlled unit can either take one Action or take one turn's worth of Movement, and then becomes confused and does nothing else for the remainder of its turn. It's nice if the enemy has a good story for why the unit chose that particular Stupid behavior, but not required; Incompetence doesn't have to make sense.

    Examples: Zombies, civilians, zombified civilians, corporate middle managers, clone-brand minifigs, ogres, mutants, politicians
  • A Programmed Creature is limited in its ability to make high-level strategic decisions, and instead follows a simple set of behaviors.

    Programmed Creatures are given a list of behaviors at the beginning of the battle, and may only behave in accordance with those instructions. A Programmed behavior must be specific: “Move to the nearest wounded allies and attempt to heal them” or “Stay within 5" of the nearest allied troops and fire at enemy combatants” are fine Programmed behaviors; “Defeat all enemies” and “Win the battle” are not. Random animals and wildlife are sometimes made Programmed for efficiency’s sake, with short behaviors like “flee from any nearby threat” or “if it's nearby and looks edible, try to eat it.”

    While not technically Creatures, mechanized defense systems are often given Programmed behaviors as well, such as "fire at anything in range and moving" or "if intelligent life is detected, release deadly neurotoxin gas."

    Mechanized Traps are often set up with free Triggers rather than expensive Minds - see F.2: Traps.

    A Programmed Creature is Useful as long as it has a Program to execute. Deleting the program or tricking it into a paradox can cause the Creature to go haywire.

    Examples: Kill-bots, golems, summoned elementals, guard dogs, mind-control victims, bureaucrats, sheeple
  • A Submissive Creature may have the ability to think on its own, but it prefers to obey the commands of a master. Under an intelligent minifig’s direction, the Creature may act as intelligently as if it had a full Mind, but if abandoned, the Creature reverts to whatever animal-like behavior seems appropriate: milling around aimlessly, running and hiding, or attacking everything in sight.

    A Submissive Creature loses its Usefulness if its master is killed, wanders off, or stops paying attention to it. If another intelligent minifig can catch a masterless Creature, regardless of whether he’s on the same team, the Creature accepts him as its new master.

    Examples: Steeds, androids, grad students, interns, emotional support monsters, targeting computers, football players, talk radio listeners, fetishists, cultists
  • Subjugated Creatures are restrained or harnessed and forced to cooperate against their will. They may be completely intelligent, but have Half a Mind to break free and run amuck. As long as they are kept in their restraints, they must follow the orders of their captors, but if they can be released, they will do whatever they can to prevent being enslaved again. This usually means attacking their captors or fleeing the battlefield, but can also be as simple as just attacking everything in sight, regardless of allegiance.

    A Subjugated Creature must be kept in chains or under the whip of an overseer in order to be kept Useful. If it breaks free, control of the Creature is handed from enemy to enemy as usual, but can never be handed back to the original owner. If the original player is the only enemy at the table, control does not transfer.

    Once freed, a group of formerly Subjugated units receives one Instant Benny every turn that they can use for directly attacking their former owner's forces.

    Examples: galley slaves, schoolchildren, chain gangs, draft oxen, conscripts, berserkers, retail employees


10.2 The Medik

Hospital 555
This will not be covered by your insurance
Chemikal analysis shows that Ablogikal Binding Substance was in use as early as Retkon BrikVerse #1,963. It is believed that the interdimensional disruptions caused by mishandled ABS may have had mutagenic effects on a more primitive species. Records of earlier minifigoids are difficult to verify, but seem to sport a variety of disfiguring mutations, from stunted and limbless homonculi to strange noodle-limbed giants. Theories abound as to whether the earlier civilizations were aware of the effects of uncontrolled ABS and continued using it anyway, bringing about their own destruction.

The notorious Hospital 555 first appeared in the timeline of Retkon BrikVerse #1,976. It was staffed by faceless and limbless proto-figs, who captured unsuspecting citizens and performed horrible genetik experiments on them.

The proto-figs' operations culminated in the engineering of the first true minifig. Their ABS gene-splicing madness successfully gave this new fig arms, hands, legs, and even a face.

Consumed with rage and bloodlust after having been submitted to experiments more gruesome than previously thought possible, the first minifig who survived broke free from his restraints, killed the proto-figs who gave him his new body, and he escaped into the world; a deadly killer genetically engineered for destruction. This first minifig was the Deadly Spaceman.

This is also how babies are made.
(BrikWiki entry: Hospital 555)

Creatures are as susceptible to Damage as any other Creation - Size Damage, Component Damage, and all the other special Damage types work exactly the same way (7.2: Taking Damage).

When doing Damage to a living Creature, it's important to remember that its head and body are treated as the central Structure, while any limbs, wings, tails, or tentacles are surface elements. If the Creature has an Armor of 2d10 or better, these surface elements have a Weight class one level lower (7.1: Structure).

Creatures have an extra vulnerability in that their Minds have a physical location, and they can be specifically targeted like any other device. For most Creatures, destroying or severing the head is usually enough to end its adventures in a single stroke. If the location of a Mind isn't obvious from a Creature's anatomy, its owner should point it out to the other players on request.

Another disadvantage of wounded Creatures is that the biological ones (like minifigs) can't be conveniently patched up or reassembled by any passing Mechanik. A Mechanik's abilities only work for mechanical devices, not living flesh.

There are settings in which this rule becomes fuzzy - biomechanical alien species, Lovecraftian abominatrixes, and mad-geneticist vivisectors may occasionally pop up with attendant Mechaniks for whom biological parts are interchangeable with mechanical ones. This is entirely setting-specific, but should be discussed by players beforehand.


The Medik
Shock therapy
Deep Space Management Mediks have no time for subtlety. A massive electric shock to the groin revives this fallen trooper in a hurry.
Photo: BrickSyd
From "An old friend"
Elements shown: LEGO

Fortunately, there are minifigs who specialize in meat-based repairs just like Mechaniks specialize in reconfiguring machinery. The Medik is a unit specially trained to perform impromptu surgeries in the field, reviving fallen soldiers over and over again so that each one can experience repeated gruesome deaths in the greatest agonizing variety.

Ker-Triage!
Ker-Triage! Specialty:
allows a Medik to perform field amputations
to revive fallen minifigs and Creatures
Lacking fancy operating facilities or any time for second opinions, the Medik uses the tried-and-true methods of Ker-Triage!, allowing him to quickly discern how many limbs need to be Amputated in order to bring fallen minifigs and Creatures back up to combat readiness.

Ker-Triage!
RollAmpu­tations
6+ No Ampu­tations;
instant revival
5 No Ampu­tations
4 1 Ampu­tation
3 2 Ampu­tations
2 3 Ampu­tations
Crit Fail Head Ampu­tated
Don't thank me, thank the knife
The pregnant Il-Duchessa arrives on Bas-Tyra, already in contractions. Doctor Almagna prepares his birthing knife and expertly predicts the labor will take six turns.
Photo: Scratch
from "HEAT IN THE JUNGLE: Sign up"
Elements shown: LEGO
A Medik carrying proper medikal Tools (3.4: Desperate Measures) can attempt to revive a fallen minifig or other Creature of Size 1" or greater as long as it has at least one head still attached. To do so, he declares a Construction Action, similar to a Mechanik's (7.3: Field Construction), and begins operating.

At the beginning of his next turn, if the Construction Action wasn't interrupted, the Medik rolls their Specialty Specialty d8 on the Ker-Triage! Table. (If multiple Mediks are operating on the same patient, they each roll separately, and only the highest roll is used.)

A Medik without his Tools can attempt impromptu Ker-Triage! with any bladed weapon instead, but he rolls a d6 rather than a d8.

If the Medik rolls a five or greater, congratulations! The minifig or Creature is revived with no ill effects. It may immediately stand up and re-equip itself as needed (so that players don't forget it's alive), and it can continue fighting as normal starting on its following turn. (On a six or better, the revived Creature can jump up and take its turn immediately.) Creatures larger than Size 1" are revived with an Effective Size of 1", along with the limitations that entails - a maximum of Armor of 1d10, in particular (7.2: Taking Damage).

If the Medik rolls less than five, then the problem is more serious and he'll have to perform one or more Amputations in order to save the patient. The Amputations succeed automatically; the Medik doesn't need to make any Action or Damage rolls or spend any more Actions to remove the number of limbs indicated by the Ker-Triage! result.

Each limb removed (or otherwise disabled, for Creatures whose limbs can't be removed) counts as one Amputation. Arms and legs are the most common limbs chosen; wings and tentacles will also do. Tails don't count.

If there are not enough regular limbs to satisfy the Amputation requirements, the Medik has no choice but to Amputate the head. This may still save a Creature if it has extra heads in reserve, but a normal one-headed Creature will now be dead beyond any hope of Medikal revival.

If the Medik's Construction Action is interrupted, he still rolls on the Ker-Triage! Table and performs the indicated amputations, but the minifig or Creature is not revived. He can continue attempting Ker-Triage! on subsequent turns.

Effects of Amputation
Farewell to arms
This tavern lout picked the wrong girl to drunkenly accost, as he discovered when Major Natalya offhandedly disarmed him.
Photo: Quadruple.Digits
from "Hey, you're… LET'S FIGHT! (Signups)"
Elements shown: LEGO

The complete loss of an arm or leg is a massive trauma that causes all surrounding tissue to swell and adrenaline to course through the body, cutting off blood loss and allowing the Creature to ignore the pain, at least until the end of the battle.

Creatures who lose one or more limbs are still capable of continuing to fight. They're just differently capable.

Effects of Amputation
LimbsEffects
Legs/Wings
One leg/wing lost -1" MoveMove each
Legs reduced by half Move

Half Speed

cumulative with
other Move penalties

Wings reduced by half
or all legs lost

MoveMove reduced to 0"

may use Action to drag self
the length of remaining arms

Arms
Reduced to one arm One-Handed may not use
two-handed equipment
All arms lost may not hold items
or use devices requiring Hands
Heads
One head lost -1 ActionAction
All heads lost DeathDeath
Can I axe you something
Sometimes the web surfs you
Spiders have a natural advantage when it comes to disposable limbs. Players might rule that it takes two spider legs to count as a single limb for Amputation purposes.
Photo: Bookwyrm
From "Axeleron Chronicle: The Battle of Arctis Tor"
Elements shown: LEGO

The loss of legs, wings, or other limbs the Creature uses to move around is treated as Propulsion Damage (9.1: Standard Propulsion). Each Propulsion limb removed or disabled reduces the Creature's Move by 1" (to a minimum of 1", if it still has at least one Propulsion limb remaining). For regular Propulsion types, if half or more of the Creature's Propulsion limbs are lost, it moves at Half Speed after applying all other penalties. For flight Propulsion, the loss of half of the Propulsion limbs means the Creature is grounded and cannot fly.

If all of the Propulsion limbs are lost, the Creature is limited to dragging itself along by the length of any arms it still has attached. (For minifigs, whose arms are each 1/2" long, this means that a minifig with both arms and no legs can drag itself one inch per turn.) This uses up the Creature's Action for the turn; it may not use its arms for anything else. Even if it's still able to drag itself around, a Creature with no Propulsion limbs is treated as one that has no Move ability - it may not Sprint, Bail, or use Angry Inches, and all Close Combat attacks against it are Automatic Hits.

Regardless of the state of its Propulsion limbs, a Creature who loses one or more hands or arms is limited in other obvious ways. A Creature with only one hand can't use a Two-Handed or Long-Ranged Weapon. A Creature with no hands can't use any hand-based tools or weapons at all. Less common objects have to be considered on a case-by-case basis; it may take a What I Say Goes Roll to decide whether a given armless minifig can successfully operate a door latch with his teeth or mash a self-destruct button with his face.

Patching Up Wounds
Where a Mechanik can use Patch Repairs to repair constructions and machinery (7.3: Field Construction), a Medik is able to Patch Up wounds for larger Creatures who've lost inches of Size Damage.

In order to Patch Up an inch of Size Damage on a Creature, the Medik takes a Construction Action and performs Ker-Triage! as usual, but adds one to his Ker-Triage! Roll for each inch remaining in the Creature's Effective Size.

On a Critical Failure, Patching Up fails, and the Creature takes an additional inch of Size Damage rather than being decapitated. Otherwise, as long as the Creature's final head isn't amputated, Patching Up is a success. The Medik's player attaches a random piece to the Creature as a bandage (white or red pieces are traditional), and the Creature's Effective Size goes up by one inch, up to the Creature's current actual Size. The Creature can immediately jump back into the fight if the Ker-Triage! roll is a six or greater; otherwise it spends the turn recovering.

Bandages are fragile. If a bandage piece takes even a single point of Damage, it's destroyed, and its Patching Up benefits are canceled. The Creature suffers that inch of Size Damage all over again.


10.3 Dangerous Beasts
The playthemes of the construction toy world offer any number of pre-molded beasts and monsters, and there's no limit to the custom species players might come up with on their own. Most of these Creatures are easily handled as variations of standard units - a dragon, for instance, is statted as a Flying Horse with a FlameThrower on its face, while a telekinetic alien is just a regular minifig with a couple of SuperNatural Dice.

Dangerous Beasts
Dangerous Beasts
Creature Size
Size
Action
Action
Move
Move
Armor
Armor
Attack

Vermin

Size 0"

0" Action d4
Incom­petent
4" Spider­ing0Tiny Bite

Minifig

Size 1"

(Chapter Two: The Mighty Minifig)

(Ch. 2:
The Mighty Minifig
)

1" Action d6 5"4 Hands: two-handed

Horse

Size 2"

(Chapter H: The Horse)

(Ch H:
The Horse
)

2"10"Kick

Great Beast

Size 3"+

3"+ Armor d10 Ram

Creatures are categorized by the Size measurement of their head and spinal column (or their closest anatomical equivalents), and variations are based on standardized defaults for each Size. The standard Creatures for Size 1" and 2" are the Minifig and the Horse, each described in their own chapters. The standard Size 0" Creature is a Vermin, and the standard Creature of Size 3" or larger is a Great Beast.


Vermin
Vermin
Vermin
Crea­ture Size
Size
Action
Action
Move
Move
Armor
Armor
Attack
Vermin 0" Action d4
Incom­petent
4" Spider­ing 0 Tiny Bite or Tiny Spit
Flying Vermin 4" Flying
Venom­ous Vermin 4" Spider­ing Tiny Sting

Tiny Attacks
Attack Use
Use
Range
Range
Damage
Damage
Tiny Bite 1 CC 1
Tiny Spit 5"
Tiny Sting CC Damage d4-2 Poison
Vermin

Vermin are Creatures that are so small that their Size is rounded straight down to zero. The most common Vermin are the simple one-piece pre-molded animals scattered as props in adventure settings: snakes, bats, spiders, parrots, and babies, for instance, depending on the genre. The small Size of Vermin makes them ineffective as individuals, so they are best deployed in swarms, giving them strength in numbers to harass unarmored foes and support the attacks of larger allies.

All Vermin are Half-Minded: Incompetent. On any team with multiple Vermin, one of them will do something Stupid on every turn (10.1: Minds).

Size Zero
Vermin are so small that they have no Size or mass at all. They can be carried like equipment items, or swung or thrown as Random Objects for Bite Damage. When throwing or Launching large bundles of Vermin, the size of the overall bundle is used, not the sum of all the Vermins' individual zero-inch Sizes.

Zero weight gives crawling Vermin the Spidering ability: they can climb on any vertical or inverted surface at no penalty (although they must end their turn in a stable position for practicality's sake), and they are immune to Falling Damage (7.6: Creation Combat).

A Vermin with proper appendages can carry a one-handed minifig equipment item or weapon at no penalty, or two such items (or one two-handed item) at Half Speed. It can't throw, operate, or use them in combat, or operate mounted weapons or other devices. Vermin have zero Momentum and offer zero Physical Opposition, and cannot attempt Shoves, even on other Vermin.

Vermin have a Structure Level of zero and zero Armor. Any attack that hits a Vermin skips the Damage Roll and kills it automatically. Groups of Vermin are especially vulnerable to Explosions and Arc Fire. If Vermin are Disrupted, units and objects of Size 1" or greater can crush any number o fthem underfoot with Trample Damage (9.5: Collisions). If a Vermin isn't Disrupted, a unit can choose one of them to try to stomp on, but must treat this as an Attack with Use:0. The Vermin can attempt to Bail out of the way if it wishes, or hope that the stomper Critically Fails the Attack Roll.

Due to their small Size, all attacks against Vermin have a -2 Action Penalty for Target Size (5.1: Making Attacks).

Tiny Attacks
Vermin don't have the natural attacks of larger animals. They must rely on a Tiny Bite, Tiny Spit, or Tiny Sting.

A Vermin's attack is painful but not particularly dangerous - it's only effective against unarmored Creatures of Weight 1 or less, and even then it only does 1 point of Damage (or 1d4-2 Poison Damage for Venomous Vermin). A Creature with a higher Weight class or wearing armor can ignore Vermin completely, even if the Vermin are crawling around all over it.

Vermin
If a Venomous Vermin's Tiny Sting does zero points of damage or less, it fails to break the skin and the Poison effect is canceled.

Vermin attacking in cooperation with non-Vermin are subject to the usual Close Combat limit of three attackers for every inch in the target's Size, or else they risk being struck by their own allies' attacks. Vermin attacking by themselves can ignore this limit, forming a swarm that can pile as many attacks onto an unarmored Creature as there are Vermin able to reach it.

The Vermin's single point of Damage isn't enough to threaten most enemies, although their Cumulative Damage can bring down a full-sized minifig if enough of them make successful Bites at the same time. Vermin are more useful for outnumbering opponents in Close Combat to inflict Action penalties, and for absorbing attacks to protect higher-value allies.


Animals
Velocireavers
Animals of Size 2" or greater can and should be used as minifig steeds, as these Urk Raptor Cavalry demonstrate.
Photo: RedRover
From "Novium (Futuristic Fantasy)"
Elements shown: LEGO
Here comes the sun
Photo: Zahru II
From "The Enigma of Sol"
Elements shown: LEGO
Supercataphractilistic
Great Beasts can be made even greater with the addition of second-story balconies and chrome trim.
Photo: Dienekes22
From "Dienekes Medivo Factions"
Elements shown: LEGO
Example Animals
Example Animals
Crea­ture Size
Size
Action
Action
Move
Move
Armor
Armor
Attack
Size 1": Minifigs and Their Peers Size 1": Minifigs and Their Peers
Minifig 1" Action d6 5" 4 Hands:
two-handed
Pig none
Dog / Wolf Bite
Monkey 5" Spider­ing Hands:
first handsecond hand
third handfourth hand
Moun­tain Goat Ram
Octo­pus 5" Swim­ming Claw
Sting­ray Sting
Size 2": Horses and Other Steeds Size 2": Horses and Other Steeds
Cow 2" Action d6 5" 4 Ram
Bear Bite, Claw
Panther 10"
Veloci­raptor Bite
Horse Kick
Ostrich
Camel Kick,
Tiny Spit
Unicorn Kick, Ram
Hippo­griff 10" Flying Bite, Claw
Pteran­odon Bite
Croco­dile 5" Ground /
Swim­ming
Armor d10
Shark 5" Swim­ming
Dolphin 10" Swim­ming 4 Ram
Sawfish Claw
(face­blade)
Size 3"+: Great Beasts Size 3"+: Great Beasts
Rhino­ceros 3" Action d6 10" Armor d10 Ram
Hippo 5" Ground /
Swim­ming
Big Bite
Great White Shark 10" Swim­ming
Eleph­ant 4" 10" Ram
Mam­moth Big Ram
Tricera­tops varies 10"
Half Speed
Armor d10
Deflec­tion
(head)
Ram
Stego­saurus Armor d10
Deflec­tion
Big Club
(tail)
T-Rex 10" Armor d10 Big Bite

Natural Attacks
Attack Use
Use
Range
Range
Damage
Damage
Notes
Attacks
Bite /
Claw
2 CC Action Die Action Die

may Grab on hit

Action Action d8 in Close Combat

Kick /
Club

may Shove on hit

Ram

may Shove on hit

may use as Charging Weapon

Sting Damage d4 Poison  
Big Attacks
Big Bite /
Big Claw
3 CC Action Die Action Die

may Grab on hit

Action Action d8 in Close Combat

Big Kick /
Big Club

may Shove on hit

Big Ram

may Shove on hit

may use as Charging Weapon


Whether pre-molded or player-built, brick animals' stats and abilities are kept simple for the sake of convenience. Animals of the same Size are roughly equivalent to each other (with some room for Fudge - a monkey is strictly superior to a pig in battle, for instance, although a pig is superior in a breakfast). Animals of Size 2" or larger can be ridden as steeds, although the sea Creatures can be tricky if they lack dorsal studs for mounting.

Basic animals draw from a small set of Natural Attacks. Most are equivalent to a minifig's Hand Weapon with an extra effect or two; Size 1" animals can have one such attack, while Size 2" animals sometimes have two. Great Beasts can have larger Big Attacks, if their attack appendages are large enough to justify it; these are equivalent to Size 2" Melee Weapons.


10.4 Monsters
Ia Ia
His 09 tentacles unorchestrate all chaos. His 37 eyes incomprehend all mayhem. BrikThulhu Ragnobloktopus, sovereign lord of entropy, lays bare the illogik underlying brik reality. With fecundating violence, he brings life to the shelf display pieces and unbuilt sets, leaving monsters and shattered minds in the wake of his passing.
(BrikWiki entry: Brikthulhu)

What the heck even is that thing
Ebon-clad Torquemada tries to warn a Majistik that there are more things under heaven and earth than are dreamt of by his philosophy.
Photo: Zahru II
From "A Meeting of Minds"
Elements shown: LEGO, Bandai
Friendship is hazardous
The Bavarian Kaiser decides what to do with captured Pwny specimens and their corrupting deviant magik called "Friendship."
Photo: Silverdream
From "The Chain of Command and an Alliance of Friendship"
Elements shown: LEGO, Hasbro
Example Monsters
Example Monsters
Crea­ture Size
Size
Action
Action
Move
Move
Armor
Armor
Attack
Corrupted Minifigs Corrupted Minifigs
Dimmy 1" Action d4
Incom­petent
5" 4

Dimmy Bite

Hands:
two-handed

Jaw-Jaw Armor d4 Regen­erating

Suck

Hands:
two-handed

Blok­Bot Action d6 1 Mod­ular

Ram

Recon­struct

Fur­fig 4

Natural Attack

Hands:
two-handed

Figures of Unusual Size Figures of Unusual Size

Munch­fig

Size 0"

0" Action d4
Incom­petent
4" Spider­ing 0 Edible Tiny Bite

Bas-
tard­fig

Size 1.5"

1.5" Action d6 5" 4 Hands:
two-handed

Big­fig

Size 2"

2" Action d8

Brute­fig

Size 3"

3" Action d6
Stupid­ity
4" 2Armor d10
Deflec­tion

Giant

Size 4"+

4"+ Action d8 10" 1Armor d10
Monstrosities Monstrosities
Dra­gon unknown unknown
Brik­Thulhu varies Action d6 N/A Ensan­ity

Monsters appear in limitless variety and adhere to no standards. Each Monster can have features and abilities unique among Creatures and even among other Monsters of the same type.


Corrupted Minifigs
CLOan warriors of the Nega-Bloktrix and the War-Lock
Under the corrupted ablogical effects of Kounterfeit Leg-Ore, minifigs suffering under a KLOan Brand become warped and distorted, as if they were incompetent forgeries made victim to shoddy manufacturing practices.

Corrupted minifigs are similar to regular minifigs with a single horrifying change. Some have animal heads, some are made entirely out of bricks, and at the lunatic extreme, some have noses. While not especially dangerous individually, corrupted minifigs often travel in swarms, overwhelming defenders by force of numbers.

Most corrupted minifigs have hands and can use minifig weapons and tools as well as any regular minifig. Some have an additional Bite or other Natural Attack. A corrupted minifig with a Natural Attack can't use it on a turn in which they also use hand weapons or equipment.

The Dimmy
Hell is a Dimmy Piñata
Following the death of Satan at the hands of Archangel Bob Ross, a battle for Hellish supremacy takes a diabolical turn when the Demon of Fraud self-destructs and cracks the foundations of Hell itself. The Demon of Violence is not prepared for what pours out: an endless horde of Dimmies.
Photo: Flamer Shaftglutton
From "Battle for the Glory of Satan!"
Elements shown: LEGO

Dimmies
Minifig Dimmies, uniformed in the T-shirts and baseball caps of the human FratBoys they seek to emulate, destroy quality construction wherever they find it. They turn their sections of the BrikVerse into endless wastes of shoddy assembly and piles of random elements. This Ekstatik Juniorism is viewed by some as an ultimate escape from the materialism, desire, standards, and expectations of Brik society, especially by minifigs who have become depressed by their own Critical Failure during a crucial opportunity for righteous destruction.
(BrikWiki entry: Dimmy)

The Dimmy
The Dimmies
ActionSizeMoveArmor
Action:d4 1" 5" 4

* Incompetent

Attack: Dimmy Bite

The Dimmies
Dimmy Bite
AttackUseRangeDamage
Dimmy Bite 1 CC Damage d4 Dimmy Poison*
* A minifig killed by Dimmy Poison reanimates
as a Dimmy on the following turn

A Dimmy's most horrifying features are a bulbous facial mutation (called a "nose") and a Poisonous Bite that can turn minifig victims into more Dimmies. Any minifig killed by Dimmy Poison comes back to life as a Dimmy on the Dimmies' next turn, allied with whichever Dimmy bit him.


The Jaw-Jaw
And he makes a delicious snack for after the battle
Despite their insatiable hunger, Jaw-Jaws sometimes ally themselves with giant poop monsters in battle rather than eating them immediately.
Photo: Bragallot
From "Lost and Found (Sign-up)"
Elements shown: LEGO

No poop is safe
A Settanian soldier falls victim to a Jaw-Jaw's paralyzing Dungan Poison.

Jaw-Jaws
An amphibious species of Poopacabra, Jaw-Jaws are coprophages, feeding exclusively on sewage and excrement.

Rarely encountered in the wild, their hunger draws them into metropolitan sewers where they build great nests of detritus, breeding massive Jaw-Jaw infestations if not exterminated quickly. They can be drawn out by the scent of a live shitgoat, which they find irresistible.
(BrikWiki entry: Dungan Jaw-Jaw)

The Jaw-Jaw
The Jaw-Jaws
ActionSizeMoveArmor
Action:d4 * 1" 5" Armor:d4 **

* Incompetent

** Regenerating Specialty d4

Attack: Suck

The Jaw-Jaws
Suck
AttackUseRangeDamage
Suck 1 CC special*
* A Jaw-Jaw who bites an incapacitated
or Disrupted minifig can regenerate one lost limb

The ecology of Jaw-Jaws and their Dungan religion are developed entirely around feeding on the poop of minifigs.

Jaw-Jaws possess the unnatural ability to regenerate from fatal injuries and dismemberment. After a Jaw-Jaw is killed in combat, its corpse attempts to revive itself on its following turn, making a roll on the Medik's Ker-Triage! Table using a Specialty d4. If it succeeds, any amputated limb or limbs fall off, and the Jaw-Jaw returns to combat.

When drawn out of their sewer nests, Jaw-Jaws coat their weapons with paralytic Poison for the purpose of incapacitating victims before attaching suckers to feed. If a Jaw-Jaw comes across a living non-Jaw-Jaw minifig who's paralyzed or Disrupted, it can make a Suck attack on the minifig to extract the vital bodily wastes and regenerate one of its own lost limbs. Any minifig leeched in this manner is depleted of poop and cannot be used for this purpose again.

The BlokBot
It's a blok party
A mysterious Professor activates the ancient Duplodian ruins and summons a wave of Blokbots to invade Hellius once more. Only the Metal Warriors stand between the Professor and total Blokbot domination.
Photo: BFenix
From "Death by Blok"
Elements shown: LEGO, DUPLO
Doc Blok
Following the BlokBot-related destruction of their chemical plant,
Dr. Aras Gabrys and Irena Mielkutėawake to discover they've mutated into BlokBot minifig hybrids. The Doctor is thrilled; Irena less so.
Photo: Duerer
From "I will return (for reals, I swear)!"
Elements shown: LEGO
Low-res minifigs
Blokbots
Blokbots are a force of destruction born out of the amorphic nature of ABS itself. Led by strange kult figures and erupting in a dizzying variety of forms and capabilities, Blokbots spread across planets and star systems, seeking to tear all opposition into bite-sized chunks for conversion into additional waves of Blokbots.

Resembling a minifig shape in only the clumsiest sense, a Blokbot has the uncanny ability to reanimate its own disassembled chunks into strange configurations when blown apart, along with other chunks of ABS picked up along the way. A Blokbot infestation must be contained and eliminated quickly if there's to be any hope of stopping it.
(BrikWiki entry: BlokBot)

The BlokBot
The BlokBots
ActionSizeMoveArmor
Action:d6 1" 5" 1*

* Modular

Attack: Ram

Action: Reconstruct

The BlokBots

A BlokBot is the most primoridial of Monsters: a cyclopean pile of bloks. The most common variety is built of six bricks assembled into the vague form of a minifig and relying on slam attacks to overwhelm its foes. In regions where the BlokBots' power is strongest, often in the presence of large double-sized blocks, there are no limits to the size, form, and abilities of the strange BlokBots that appear.

BlokBots are Modular, crumbling and reconstructing themselves as they take damage. Every point of damage inflicted on a BlokBot knocks one of its bloks off, causing the usual penalties for lost limbs. Detached bloks become normal bricks again, allowing crumbled BlokBots to be used immediately as a cheap source of building materials.

A BlokBot with at least one "arm" can use its Action to Reconstruct itself or another BlokBot, replacing a lost blok with any unattached single brick or corpse of the same size or larger than the lost blok. Regardless of the size or form of the new Reconstructed blok, whether a boat hull, dead horse, or standard brick, it behaves like the original blok in all regards, and can be knocked off again by another point of damage.


The Furfig
Tipping the scales
King Kroc gathers an army through the age-old technique of showing up on a sweet ride.
Photo: Cakeman
From "Greenskins. No, not the orcs/goblins"
Elements shown: LEGO

FurFigs
The bucolic Furbuland civilization was a favorite target of early minifigs and their rapidly-developing xenophobia. Long kept at bay by religious fursecution and crusades of the Knights of Yellow Castle 375, the embattled FurFig population dwindled to apparent extinction in B.R. 1,989.

Their violent resurgence in B.R. 2,013 caught minifig civilization by surprise, as the FurFigs' existence was all but forgotten, preserved only in animated children's propaganda cartoons and cautionary bedtime stories about the horrors of Peace and Friendship. The new FurFig descendants, bred for war and hungry for vengeance on their probably-delicious minifig oppressors, inherited none of the Peace-loving spirit that made their forebears such easy targets.
(BrikWiki entry: FurFig)

The FurFig
ActionSizeMoveArmor
Action:d6 1" 5" 4

Attack: Natural Attack


FurFigs are minifigpomorphized animals with the bodies of minifigs and the heads (and sometimes other parts) of beasts.

FurFigs take on some of the abilities of their animal relatives where appropriate, including a single Natural Attack and an occasional alternate movement type. These are usually obvious - a RhinoFig has a Ram attack, a BirdFig has Flying movement and a Bite attack, and a StingrayFig has Swimming movement and a Sting attack, for instance. For some FurFigs, the nature of their Natural Attack may be up to the game fiction and player negotiation; an eldritch SquidFig's face tentacles might be treated as a Claw attack with a Grab, or a Sting attack with paralytic Poison to render victims helpless for convenient brain consumption, depending on what kind of SquidFig the players have in mind.


Figures of Unusual Size
Like Humans, minifigs whose body sizes vary even slightly from the perfect airbrushed boxcover-photo ideal are treated as monsters. Ranging from tiny Munchfig Vermin to towering Giants, mini-sized figs view these non-mini figs less with horror than with disdain, treating them as disposable weapons, beasts of burden, or snacks.

Hand-Held Weapons
Figure

Short (S)

1 × Crea­tion Size"

Bas­tard (M)

1.5 × Crea­tion Size"

Long (L)

2 × Crea­tion Size"

Munch­fig

Size 0"

no weapon use allowed

Mini­fig

Size 1"

Minifig Short wea­pons

(Hand Wea­pons,
Short-Ranged Wea­pons,
and Light Shields)

a saber

Minifig Bastard wea­pons

(Heavy Wea­pons,
Long-Ranged Wea­pons,
and Heavy Shields)

a greatsword

Minifig Long wea­pons


(Two-Handed Wea­pons)


a pike

Bastard­fig

Size 1.5"

Minifig Bas­tard wea­pons
or smaller
Minifig Long
and Size 2" wea­pons
Size 3" wea­pons

Big­fig

Size 2"

Minifig Long and
Size 2" wea­pons or smaller
Size 3" wea­pons Size 4" wea­pons

Brute­fig

Size 3"

Size 3" wea­pons or smaller Size 4" wea­pons Size 5" and 6" wea­pons

Giant

Size 4+"

varies by Giant Size

Larger and smaller figures fight like minifigs, but their hand-held weapons scale up and down along with them (8.1: Weapon Size). Large weapons carried by large figures keep their basic weapon stats, but can be wielded in hand and swung around the way minifigs swing around weapons built for their own proportions. A Bigfig might weild a pair of minifig Two-Handed Weapons as if they were sabers. A Brutefig might rip a 4" tree out of the ground to swing two-handed like a club. A large enough Giant might hold an armored tank in each hand to fire like pistols while riding two others as roller skates.

The Munchfig
When homonculi attack
Supposedly named for their bite-sized stature and curious magikal properties when eaten, MunchFigs are just as likely to rise up and devour the unsuspecting novice wizard who doesn't realize he's summoned a number larger than he can control.
Elements shown: LEGO, Mega Bloks

Four assed is forearmed
Munchfig Butts
Without hands, the munchfigs' ability to lift and carry objects on their heads  baffled Humans for centuries. The discovery of the illuminated Rearoika manuscripts provided the surprising answer: tiny telekinetik floating butts, invisible to the Human eye.
(BrikWiki entry: MunchFig)
The Munchfig
The Munchfig
ActionSizeMoveArmor
Action:d4 * 0" 4" 0**

* Incompetent

** Edible

Attack: Tiny Bite

The Munchfig

Munchfigs are a magikally created race of half half-figs, spawned from the mixed genetik material of ancient ProtoFigs, living minifigs, and fried chicken legs. Cheap and easily summoned, they serve in wizards' laboratories as diminutive servants and, occasionally, snacks.

Despite having no apparent hands, Munchfigs are able to lift and carry a single small-sized minifig weapon or equipment item on their head, making them useful as gophers and edible snack trays.

Munchfigs are edible. Grabbing and eating a Munchfig within arm's or bite's reach costs no Action for allied and friendly Creatures. Opposing Creatures can also eat Munchfigs if they can successfully Grab one; this Grab costs an Action as usual. Friendly or not, eating a Munchfig is instantaneous and free, and a Creature can chomp up a held Munchfig at any time.

A Creature who eats a Munchfig gains the ability to re-roll a single die in one of its own die rolls. This ability can only be used once, and disappears at the beginning of the Creature's next turn.

The Bastardfig
The Bastardfig
ActionSizeMoveArmor
Action:d6 1.5" 5" 4

Hands: two-handed


Like Bastard Weapons (8.1: Weapon Size), Bastardfigs fall halfway between the one- and two-inch Size markers, with some properties of each.

With their unusual Size of 1.5", Bastardfigs are worth 1.5 Unit Inches, have Power 3 for operating weapons, and can take one and a half inches of Size Damage. When a Bastardfig is reduced to his final half inch of Effective Size, it only takes half as much damage to finish him off; his Armor is treated as a 2.

The Bigfig
The Bigfig
ActionSizeMoveArmor
Action:d8 2" 5" 4
Hands: two-handed

The Bigfig is a combat monster, as strong as a Horse and with the extra combat punch of an Action d8.

Bigfigs (and their larger, dumber cousins, the Brutefigs) tend to have proportionally longer arms in comparison to their body than a minifig. Two inch arms can be treated as Size 2" Launchers, allowing the Bigfig to pick up minifigs with a successful Grab and Launch them as projectiles or use them as Random Objects to bludgeon their peers (3.4 Desperate Measures).

The Brutefig
The Brutefig
ActionSizeMoveArmor
Action:d6 * 3" 4" 2Armor:d10 **

* Stupidity

** Deflection

Hands: two-handed


Where the Bigfig focuses on causing damage, the Brutefig excels at soaking it up. The Brutefig's high 2d10 Armor and natural Deflection lets it ignore most minifig attacks, and its diminished mental faculties let it ignore everything else.

Brutefigs have a standard d6 Mind, but they are subject to Stupidity as if they were Incompetent (10.1: Minds). A Brutefig in an army with other Stupid units can be a serious liability if it's positioned next to anything important.

The Giant
The Giant
ActionSizeMoveArmor
Action:d8 4"+ 10" Armor:d10

Hands: two-handed


Any fig of Size 4" or larger is a Giant. In theory, there's no upper limit to the Size of a Giant, but in practice they rarely appear in Sizes larger than six hundred twenty-four inches.

Giant Combat: The Statue of Liberty
Trapped on an outpost island surrounded by the territorial waters of the Human state of New Jersey, the Statue of Liberty is a famous example of a non-articulated Giant figure.

The Statue has taken a fortified position on a 154 foot granite pedestal (Size 1,848", Armor 3d10). From base to torch, she stretches to a height of 152 feet, but her measurement from skull to tailbone is a much more manageable 52 feet (Size 624", Action d6, Move 0", Armor 1d10). With her relatively low Armor, she is often in need of repairs, but the enemies of Liberty have yet to whittle down the 624 inches of Size Damage necessary to kill her.

The Statue is armed with two weapons: a torch (Size 240" Melee Weapon, Use 241, Damage 200d6+40d4 Fire) and a tablet (Size 327" Melee Shield, Use 654, 327×Deflection on Parry).

With the Statue's Action Die of only d6, these Use ratings are largely out of reach. Luckily, the state of New Jersey is 10,771,200 inches across, granting a Target Size bonus of +5,385,600. An attack bonus that large means that the Statue will only miss on a Critical Failure. Sadly, with her Move of zero inches and no ranged weapons, her ancient foe remains forever out of reach.


Monstrosities
Monstrosities are the Creature versions of the ludicrous death machines that make up the majority of Human children's construction-brick output. In many cases, the Monstrosity is just the same death machine with a head or an eye added. The great advantage of Monstrosities is that they suffer from no minimum design standard. In fact it's often the case that the worse the quality, the better the Monstrosity.

The Dragon
Mommy and baby
A single Monster type can have wide variations depending on their origin. Dragons, in particular, have wildly different Sizes and abilities from individual to individual.

The Dragon
Action
Action
Size
Size
Move
Move
Armor
Armor
varies

There are no default Dragon stats because there are no default Dragons. All dragons must be built from scratch as custom Creatures. It's technically legal to have a flying green one-headed dragon that breathes fire, but such a generic monster is a wasted opportunity in a system that allows for a three-headed transparent purple dragon phasing through dimensions to breathe cones of shrapnel and lethal fireworks displays, or a no-headed floating eyeball dragon with nine other eyes on eyestalks that each shoot different breath weapons that are really gaze weapons because eyestalks don't have mouths and it's not completely clear that this thing is really a dragon at all.

BrikThulhu
The BrikThulhu Instruction Portal
When constructing BrikThulu, it's important to grab a supply of flowers specifically for the sake of omitting them.
Elements shown: LEGO, Mega Bloks
Bringing us closer together
With a new Rekonstruction dawning, BrikThulhu tires of temporal and physical separation and smashes all of eternity and reality into a tiny timespace nugget. Every minifig and civilization throughout history are now packed into the same tiny existence and immediately declare war on everyone else.
Photo: Arkbrik
From "Happy New BR"
Elements shown: LEGO
The Butt of BrikThulhu
A squad of Phoenicians thinks they can get the jump on BrikThulhu by attacking from behind. But his eyes see all.
Photo: Darkstorm
From "Everlasting Conflict: A ragnablok special"
Elements shown: LEGO

Ragnarock and roll
When minifigs start fingering his Buttnomikon without permission, BrikThulhu incarnates as his own built-in reality-annihilating sound system.
Photo: ninja_bait
From "The Battle of the Buttnomikon [IT'S HEEERRREEE]"
Elements shown: LEGO

BrikThulhu
ActionSizeMoveArmor
Action:d20 * ** ***

* Amorphous

** Non-Euclidean

*** Squamous

Attack: Ensanity


BrikThulhu exists outside the confines of any rule system, and the effects of his presence in a battle are impossible to predict.

The lives and suffering of minifigs are irrelevant to BrikThulhu, existing only as grist for his labyrinthine cephalopodian schemes. Minifigs are the fetishized plastic bait that BrikThulhu wriggles to hook the obsessions of susceptible Humans on whose sanity he feeds.

Rather than devoting their short lifespans and resources to having fulfilling relationships and improving the world, Humans who find themselves caught in the slow constriction of BrikThulhu's nine infinitely-branching tentacles compulsively sacrifice their money and psychological health on inert but ever-growing piles of brightly colored plastic. No bins of bricks, no sacks of dice, no host of minifigs can ever be enough to satisfy BrikThulhu's victims, even as their friends and relations and employers and credit rating agencies recoil from their crippling fixation and its effects. All minifigs love and celebrate BrikThulhu for the Human attention he brings them, even as they find themselves tortured and murdered by the inevitable BrikThulhu cultists among their ranks.

Only BrikThulhu has the right to roll the incomprehensible Action d20, allowing him to operate on the Human plane. BrikThulhu uses this power to sabotage die rolls, derail plotlines, corrupt hard drives, and add watermarks to online image hosting services, because the strength of a Human's fixation is set by the depth of suffering they endure. BrikThulhu ensures that critical pieces are only available in two hundred fifty dollar playsets, and once purchased, can then never be found when they're needed. It's BrikThulhu who allies with the family cat to bring prized constructions crashing down, causing rare pieces to vanish eternally, and pointy pieces to reappear days later underneath the Humans' bare footsteps.

Not only does BrikThulhu consume Human sanity, he has the power to re-inflict this Ensanity on minifigs by his mere presence. All minifigs bearing witness to BrikThulhu are struck permanently and cripplingly sane, incapacitated by the intolerable comprehension of their true nature as chattel plastic toys.