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PLAYTESTING

VERSION 1.0

A non-for-profit community based game conversion of CITY OF HEROES for use with the Chaosium
BASIC ROLE PLAYING (BRP) system
Welcome to the City of Heroes Basic Role Playing Quickplay Pack. With the
information provided here, you can play this super-hero
super hero game set in Paragon
City using the Basic Role Playing rules. Find out more about the City of
Heroes at:

http://cityofheroes.wikia.com/wiki/Main_Page.

This Quickplay Pack provides a set of rules to allow for the roleplaying of
Heroes and Villains in the City of Heroes universe. A set of Chaosiums Basic
Role Playing (BRP) rules is required to play the supplement. The information
provided here compliments that rule set and provides additional optional rules
for use with BRP.

NOTE: All information provided here comes from freely available material on the internet.
CHARACTER
CREATION
This Quickplay pack has been designed to faithfully. He also shows no mercy to his
bring the City of Heroes (CoH) and City of foes and those who cross or fail him.
Villains (CoV) universe, set in Paragon City,
into Chaosiums Basic Role Playing system. Leading the fight against Arachnos is The
Vanguard. An organisation of heroes
The game world of CoHs and CoVs allows setup to protect the citizens of Paragon
for super-heroes of all makes and City from those who would oppress and
varieties, from psychics to technology- subjugate her. Welcome heroes and
heads, from magic users to mutants, and villains alike to Paragon City.
from normal men and woman who do
extraordinary things to true caped
crusader super-heroes. Here heroes and
villains can be found who employ super-
powers derived from magic, mutations,
Creating A
psychic abilities, sorcery, and true super-
powers. The people of Paragon City
Hero or
affectionately, and sometimes
degradingly, refer to heroes as capes, a Villain
term that comes from the many varied
and colourful costumes that heroes ware Before you can play City of Heroes BRP,
in order to protect their secret identities. you will, of course, need to create a Hero
(or Villain if you prefer to play in the City
In a hustling, thriving and vibrant city like of Villains companion universe).
Paragon City, crime and villainy are
everywhere and the Paragon Police
Department (PPD) have their hands full
FIRST THINGS FIRST
Go through the normal character creation
keeping law and order and are always on
steps as outlined in the Basic Role Playing
the lookout for a helping hand.
rulebook, Chapter 2: Characters, starting
on p 15. Follow the creation process from
On the scout too are Arachnos a master
Steps 1 through to 5. Ignore Step 2 for
criminal organisation with no scruples.
now as this is dealt with in more detail
Arachnos lay a web of intrigue and
below. When you come to the end of Step
violence and are always recruiting to their
5 stop and come back to this Quickplay
ranks villains who show their worth. Lord
pack and follow the steps below before
Recluse, the undisputed leader or
proceeding on with the rest of the steps
Arachnos rewards those who serve him
outline in the BRP rulebook.
NOTE for the GM:
Step 5 in the BRP rulebook lists four You may select one of five available
optional rules; Skill Bonuses, Hit Points origins. Each origin has a primary power
per Location, Fatigue Points and Sanity. All set that they can purchase powers from at
these optional rules can be used in CoH half the normal cost (round all fractions
BRP. The gamemaster should feel free to down). This power-set is called the
use any, all or none of them. If the Fatigue Origins primary power-set.
Points option is being used, just keep in
mind that the CoH BRP Quickplay pack A Characters Origin allows them to still
calls Fatigue Endurance. Endurance and purchase powers from any of the other
Fatigue are exactly the same thing and power-sets. But they pay the normal cost
Endurance uses the Fatigue optional rules listed for the powers in those other
as presented in the BRP Rulebook. The power-sets. These other non-primary
term Endurance is used here instead of power-sets are called the Origins
Fatigue in order to achieve consistency secondary power sets.
with the City of Heroes universe.
In general, characters can chose the
There are a few additional steps in the powers from their primary power set at
creation of a character. These steps are half the normal cost listed within the BRP
undertaken before the player chooses the rules. A player may also purchase powers
powers their character will posses and use from the secondary power-sets for their
in the game. Powers normally are dealt Origin however, purchasing a power from
with in Step 2 of the BRP Rulebook, but a secondary power-set costs the normal
we will address all that a little later. The value listed within the BRP rules.
additional steps of character creation are
outlined below. These steps are: The reduced cost for buying primary
I. Chose your characters Origin; powers applies to both the initial cost of
II. Chose your characters Archetype; purchase of the power and also the
III. Determine if the optional purchasing of additional levels in that
Security/Threat Level rules will be power. However, the cost to use the
used (detailed below). power (either in Power Points or Fatigue
Points) remains as is listed for the power
in the BRP rulebook. There is not discount
ORIGIN when using a power belonging to a
Your origin is the source of your powers. primary power-set.
Were you born with them, or did you
study for long months and years to The five Origins available to heroes and
perfect them? Or perhaps you acquired villains are:
them after some encounter with
mysterious forces?

A characters origin will determine which


Basic Role Playing power-set (ie Magic,
Mutation, Psychic, Sorcery or Super- Perhaps your parents were exposed to
powers) the player will receive a strange radiations, or maybe its just the
purchasing discount on for use by their next leap forward in evolution, but your
character.
powers were encoded into your genes raised by expending points from their
before you were born. Power Budget Points.

A mutants primary set of powers is either Characters with a Science origin start out
Mutant powers or Psychic powers. The with a Tranquiliser Dart (Tranq Dart for
player must choose which this will be short) free of cost.
during the character creation process.
As a person of scientific origin you have
All mutants, however, receive the access to many chemicals and agents. This
Mutagen mutation for free during Tranq Dart is the result of experiments
character creation process. This mutation you have conducted and can be used at
is considered a minor mutation and can short range to deal minor damage to a
be raised by expending points from their target. In addition there is a small chance
Power Budget Points. you can put the target to Sleep with this
dart, but they will wake up the next time
Being a mutant has opened the doors to they are damaged or healed.
many opportunities. You have recently
come into possession of these capsules of Use the statistics for Dart in the
genetic Mutagen. You can hurl these Equipment chapter table on p.248, of the
capsules at your enemies at very short BRP rulebook. If the target suffers damage
range, where they explode on impact. from a dart and then fails a Stamina Roll
They deal only minor toxic damage but they will fall asleep. Additional
the mutagen's secondary effect will lower information on Sleep effects can be found
the damage the affected target deals in the Spot Rules of this Quickplay Pack.
out. See Mutagen in the Powers section
of the Quickplay Pack for more details
regarding this power.

Unlike Science Origin characters, whose


bodies have been permanently changed
by exposure to natural forces, Technology
Exposure to chemicals, radiation or some Origin character carry unique and
other scientific process has left you advanced devices that allow them to
changed, with new and mysterious produce superhuman effects.
abilities far beyond the mass of humanity.
A technology hero or villains primary set
A science hero or villains primary set of of powers is the Super-powers.
powers is either Super-powers or Psychic-
powers. The player must choose which However, technology Origin characters
this will be during the character creation have gadgets that can produce the same
process. effects as psychic, magic, sorcery and
mutation powers as well as super-powers.
Science origin characters receive one As such they can build (or acquire by
power from their chosen primary power- other means) gadgets that produce
set free during character creation. This powers from any of the sets of powers
power is at Level 1 efficiency and can be available in the game, but they are more
adept at crafting gadgets that reproduce in order to develop this skill. Tech Origin
super-power effects. characters should consider putting in at
least some points to this skill in order to
There is a catch however, a Technology have a margin of competency with the
Origin character must craft all their skill.
gadgets or get them from someone who
has already crafted them. In addition, Characters with a Technology origin also
many gadgets that occur in the game start out with a Taser Dart weapon free of
cannot be raised in levels of efficiency. To cost.
make more powerful versions of the
gadget, the techno-head must either Being of technological origin, you have
make it themselves or buy a more access to many little devices, one of which
powerful version (ie higher level gadget) is a Taser Dart of your own design. This
of the devise. attack has a very short range and does no
damage to your target. However it has a
As such characters of this origin will need chance to Hold your opponent if it hits, for
to put a lot of skill points in to developing one turn (ie five combat rounds).
the Craft Gadget skill. This skill is a Mental
skill rather than a Manipulation skill due Use the statistics for Taser Dart in the
to the knowledge base needed to make Equipment chapter table on p.255, of the
such equipment. Being a Mental skill it BRP rulebook. If the target is hit from a
receives the Mental skills bonus (if the dart and then fails a Stamina Roll they will
optional Characteristic skill modifiers, see held for one turn (ie five combat rounds).
page 31 of the BRP rulebook, is being Additional information on Hold effects can
used). be found in the Spot Rules of this
Quickplay Pack.
Technology Origin characters begin the
game with a free gadget that gives them
the equivalent of a super-power of their
choice. This gadget super-power is at
Level 1 efficiency but can be raised by
expending points from their Power Budget Your origin involves no mysterious forces
Points, in order to make the gadget more or secret discoveries; you have simply
powerful, before the character begins used your remarkable talents to train
play. yourself to the very pinnacle of human
potential.
During Step 7 of the character creation
process, players will allocate professional A Natural Origin character does not have
skill points to their characters any native primary set of powers. Instead
professional skills. The Craft Gadget skill is they can purchase powers from any of the
considered to be a professional skill for five power-sets (magic, mutation, psychic,
this purpose and no matter what sorcery or super) at the normal cost of
profession the characters secret identify purchase for the power.
does 9 to 5 in order to make a living, the
Craft Gadget skill will be added to that Natural origin characters excel at fighting
profession and receive the benefit of skills or in the intellectual field due to
being able to use professional skill points years of disciplined training or study. They
receive one power free during character powers will become their primary power-
creation. This power can be from any of set, magical or sorcery.
the five power-sets, they are not
restricted in their choice. This power is at Magic origin characters receive one
Level 1 efficiency and can be raised by magical power from their primary power-
expending points from their Power Budget set (magical or sorcery) free during
Points. character creation. This power is at Level
1 efficiency and can be raised by
Natural origin characters also receive a expending points from their Power Budget
+20% bonus to ether their Combat skills Points.
category or their Mental skills category, at
the players choice. If the optional Characters with a Magic origin also start
Characteristic skill modifiers are not being out with an Apprentice Charm power free
used (see page 31 of the BRP rulebook), of cost.
then the Natural origin character can add
+20% to any two Combat or any two Your magical origin has unlocked many
Mental skills (or +20% to a Combat and secrets, the first of which is the ability to
+20% to a Mental skill) of their choice. use this simple Apprentice Charm. This
cantrip has a very short range, and deals
Characters with a Natural origin start out minor energy damage to your target, as
with Throwing Knives free of cost. well as lowering their resistance to further
damage. See Apprentice Charm in the
With your natural origin you have to rely Powers section of the Quickplay Pack for
on your cunning and skill. You've acquired more details regarding this power.
these throwing knives as part of your
personal arsenal. You can throw these
knives at a very short range.
ARCHETYPE
Super-heroes and Villains will tend
Use the statistics for Throwing Knives on towards a certain style in the way they
in the Equipment chapter table on p.253, fight and use their powers. Some heroes
of the BRP rulebook. and villains like to fight from a distance,
others prefer the hard up, in your face,
brawling style of fighting relying on their
brawn. Others prefer to use their brain or
psychic abilities to subdue the bad-guys.

There are more things in heaven and Whatever the play style is for the
earth supernatural forces are abroad in character, they will generally fit into one
the world, and either through training and of five playing styles called Archetypes for
discipline, or simple chance, you have Heroes and Villains. Your characters
become a human nexus for them. Archetype is basically your hero or villains
super-profession. Heroes and many
Magical heroes and villains primary set of Villains will generally have a normal
powers is either the magical or sorcery profession that their secret identity does 9
power-sets. Magic Origin character must to 5 in order to earn a living. However, the
choose which of the two sets of magical characters Archetype is, in effect, their
hero/villain profession and is in addition
to the characters normal profession.
Each Archetype starts the game with a If Energy Projection was the power chosen
free bonus/benefit or power that is by the player due to their characters
associated with the archetype. This Origin, then this power begins at Level 2
bonus/benefit/power is in addition to any efficiency. The player can improve the
bonus/benefit/power the character Energy Projection power further through
receives due to their Origin. buying additional levels in the power
using their Power Budget Points.
Hero
ARCHETYPES
You may select one of five available
archetypes for Hero characters.

Blasters specialise in delivering damage at


range. They prefer the ability to keep the
enemy at arms length.

A Blasters starting power budget for


purchasing powers comes from adding
their Dexterity (DEX) and Power (POW)
together. Page 141 on the BRP rulebook
details the power budget under the
heading Starting Super Powers: the
Power Budget.

Blasters begin the game with the Energy The Controller specialises in manipulating
Projection super-power at Level 1 the actions of foes, causing them to stand
efficiency. They must specify the type of immobile in battle, or controlling their
energy they can project (see Types of movements, or even turning them against
Energy on page 150 of the BRP rulebook). their allies.
In addition the Blaster can add +20% to a
ranged weapon skill of their choice (this A Controllers starting power budget for
includes the Projection Skill). purchasing powers comes from adding
their Intelligence (INT) and Power (POW)
This bonus is in addition to any skill points together. Page 141 on the BRP rulebook
allocated to that ranged weapon skill and details the power budget under the
to the Combat skill bonus (if the optional heading Starting Super Powers: the
Characteristic skill modifiers are being Power Budget.
used, see page 31 of the BRP rulebook).
The Blaster must specify which ranged Controllers receive one power free from
weapon skill receives the +20% bonus the Psychic power-set at a 20% chance of
during the character creation process.
success. This power is considered to be, can radically increase the effectiveness of
however, at Level 1 efficiency. Additional even the smallest super-team.
levels can be purchased for the power by
expending points from the characters A Defenders starting power budget for
Power Budget Points. Each additional level purchasing powers comes from doubling
of efficiency in the power adds +05% to their Power (POW). Page 141 on the BRP
the skill success chance for that power. rulebook details the power budget under
the heading Starting Super Powers: the
A Controller normally must overcome a Power Budget.
targets POW in order to dominate their
mind and force them to believe what the A Defender is unique in the Archetypes in
Controller wants them to believe. that they have access to a number of
Controllers are particularly skilled in this powers that are specifically tailored to
area and as such receive a bonus to their them. These powers are categorised as
percentile dice roll on the Resistance Defender specific in the description of
Table when making a POW vs POW attack. the power and belong to the super-power
The Controller can add the value of their power-set.
INT to the result of the D100 roll when
making such an attack on the Resistance Defenders purchase these powers at the
Table. As such, gaining the Super price listed for the power, regardless of
Characteristic INT super-power is very the Defender characters Origin (even if
beneficial to this Archetype. the super-powers are not the characters
primary power-set). Other non Defender
archetypes can also purchase these
powers but at twice the cost listed for the
power.

Defenders start the game with a free


Defender specific power. This power is
at Level 1 efficiency and can be raised by
expending points from their Power Budget
Points.

The Defenders powers focus on healing


allies, increasing their abilities and
decreasing foes abilities. The Defender
improve the power by expending Power
Budget Points.

In addition, Scrappers receive a +20%


bonus to any one of their melee skills. This
bonus is in addition to any skill points
allocated to that melee weapon skill and
to the Combat skill bonus (if the optional
Characteristic skill modifiers are being
used, see page 31 of the BRP rulebook).
The Scrapper must specify which melee
skill received the +20% bonus during the
character creation process.

The Scrapper specializes in hand-to-hand


combat. A single Scrapper should be a
match for several foes of equivalent level.
Scrappers do not deal in ranged damage,
instead going toe-to-toe with the enemy.

The Scrappers starting power budget for


purchasing powers comes from adding
their Strength (STR) and Power (POW)
together. Page 141 on the BRP rulebook
details the power budget under the
heading Starting Super Powers: the
Power Budget. The Tanker is the big man of the hero
world, combining massive defence with a
Scrappers start the game with either the powerful, but not-exceptionally quick
Defence or Unarmed Combat super- offensive punch.
powers (players choice) at Level 1
efficiency. If the Scrapper is of the Mutant A Tankers starting power budget for
Origin they may instead chose either the purchasing powers comes from adding
Natural Armour or Natural Weapon their Constitution (CON) and Power
mutation as a minor mutation. The player (POW) together. Page 141 on the BRP
should choose which one they desire. rulebook details the power budget under
They receive this power for free during the heading Starting Super Powers: the
the character creation process and can Power Budget.
Tankers start the game with either Super
Characteristic CON or Super Characteristic
Villain
STR (players choice) at Level 1 efficiency. ARCHETYPES
If the Tanker is of the Mutant Origin they You may select one of five available
may instead chose either the Hardy archetypes for Villain characters.
mutant power or the Regeneration
mutant power as a minor mutation. The
player should choose which one they
desire. They receive this power for free
during the character creation process and
can improve the power by expending Brutes live to fight, they revel in hand-to-
Power Budget Points. hand combat. Focusing on strong
offensive Power-sets to inflict pain and
In addition, Tankers receive a +20% bonus impressive defences to take it, they're the
to any one of their melee skills. This bonus best there is in a straight melee fight.
is in addition to any skill points allocated Protracted battles only make Brutes mad,
to that melee weapon skill and to the and the madder they get, the more
Combat skill bonus (if the optional damaging their attacks become. Because
Characteristic skill modifiers are being Brutes focus on melee attacks, they tend
used, see page 31 of the BRP rulebook). to lack ranged attacks, which could leave
The Tanker must specify which melee skill them vulnerable to hit-and-run tactics if
received the +20% bonus during the they don't have allies to cover them.
character creation process.
A Brutes starting power budget for
purchasing powers comes from adding
their Strength (STR) and Power (POW)
together. Page 141 on the BRP rulebook
details the power budget under the
heading Starting Super Powers: the
Power Budget.

Brutes start the game with Super


Characteristic STR and Fanaticism at Level
1 efficiency. If the Brute is of the Mutant
Origin they may instead chose either the
Hardy mutant power or the Regeneration
mutant power as a minor mutation. The
player should choose which one they
desire. They receive this power for free
during the character creation process and
can improve the power by expending
Power Budget Points.

In addition, Brutes receive a +30% bonus


to any one of their melee skills. This bonus
is in addition to any skill points allocated
to that melee weapon skill and to the
Combat skill bonus (if the optional This archetype receives a +20% bonus to
Characteristic skill modifiers are being their Hide and Stealth skills during
used, see page 31 of the BRP rulebook). character creation. This bonus is in
The Brute must specify which melee skill addition to the Combat skill bonus (if the
received the +20% bonus during the optional Characteristic skill modifiers, see
character creation process. page 31 of the BRP rulebook, is being
used).

In addition, they begin the game with


either the Camouflage mutation or the
Hide in Shadow super-power (players
choice). This allows them to strike from
the shadows and greatly increases their
ability to get an initial advantage over
enemies. It also allows them to sneak
around enemies undetected.

The Stalker serves as a shock trooper.


They aren't nearly as resilient as Brutes,
but they are an excellent complement to
them. Stalkers are primarily melee-
focused.
The Mastermind is perhaps the most
The Stalkers starting power budget for complex archetype to play, because much
purchasing powers comes from adding of his power originates from the various
their Power (POW) and Dexterity (DEX) "pets"called Henchmenhe can
together. Page 141 on the BRP rulebook summon to his side, such as the living
details the power budget under the dead, a band of ninjas, or several
heading Starting Super Powers: the mechanised monstrosities. This adds an
Power Budget. extra layer of complexity, since you must
simultaneously control your character and
the minions he commands. This makes the
Mastermind daunting, but it also makes it
one of the more powerful archetypes in
the game and makes it a one-man group.

Masterminds start the game with a


unique power: Summon Henchmen. This
power is described in the Powers section
of this book. It is the Masterminds only
Primary power. Masterminds have no true and Thugs
primary power-set but can purchase
powers normally from all of the power-
sets.

The Mastermind archetype is played much


differently than the others, which is
primarily due to its ability to summon
what are commonly known as
henchmen. In City of Villains, these Each type has its own strengths and
henchmen come in five types: weaknesses, but what is more important
is how these pets are controlled by the
Robotics player. As you have to control both your
character and the henchmen, you need to
be aware of your surroundings at all
timesa Mastermind without its
henchmen is easy prey.

A Masterminds starting power budget for


purchasing powers comes from adding
their Intelligence (INT) and Power (POW)
Necromancy
together. Page 141 on the BRP rulebook
details the power budget under the
heading Starting Super Powers: the
Power Budget.

In addition to starting the game with the


Summon Henchman power, Masterminds
also gain access to the Defender specific
Ninjas powers as though they too were of the
Defender Archetype. They pay the same
cost as does a Defender to purchase these
Defender specific powers. These powers
are particularly useful in keeping their
henchman alive.

Mercenaries
of efficiency in the power adds +05% to
the skill success chance for that power.

A Dominator normally must overcome a


targets POW in order to dominate their
mind and force them to believe what the
Dominator wants them to believe.
Dominators are particularly skilled in this
area and as such receive a bonus to their
percentile dice roll on the Resistance
Table when making a POW vs POW attack.
The Dominator can add the value of their
INT to the result of the D100 roll when
making such an attack on the Resistance
Table. As such, gaining the Super
Characteristic INT super-power is very
beneficial to this Archetype.

Dominators use their powers primarily to


force a foe to bend to their will, whether
it's forcing them to stay in one spot,
rendering them unconscious, or other
malicious attacks.

A Dominators starting power budget for


purchasing powers comes from adding
their Intelligence (INT) and Power (POW)
together. Page 141 on the BRP rulebook
details the power budget under the
heading Starting Super Powers: the
Power Budget.

Dominators receive one power free from


the Psychic power-set at a 20% chance of
success. This power is considered to be, The Corruptor is the primary ranged-
however, at Level 1 efficiency. Additional attack class in the villain fold. This means
levels can be purchased for the power by they get to stay at a distance and hurl
expending points from the characters various energy attacks at their
Power Budget Points. Each additional level unfortunate prey. Corruptors arent the
most physically imposing class, getting up
close to enemies is not the Corruptors
forte. Partnering with a good Brute,
however, can work wonders for this
archetype.

A Corruptors starting power budget for


purchasing powers comes from adding
their Dexterity (DEX) and Power (POW)
together. Page 141 on the BRP rulebook
details the power budget under the
heading Starting Super Powers: the
Power Budget.

Corruptors begin the game with the


Energy Projection super-power at Level 1
efficiency. They must specify the type of
energy they can project (see Types of
Energy on page 150 of the BRP rulebook).
In addition the Corruptor can add +20% to
a ranged weapon skill of their choice (this
includes the Projection Skill).

This bonus is in addition to any skill points


allocated to that ranged weapon skill and
to the Combat skill bonus (if the optional
Characteristic skill modifiers are being
used, see page 31 of the BRP rulebook).
The Corruptor must specify which ranged
weapon skill receives the +20% bonus
during the character creation process.

If Energy Projection was the power chosen


by the player due to their characters
Origin, then this power begins at Level 2
efficiency. The player can improve the
Energy Projection power further through
buying additional levels in the power
using their Power Budget Points.
In addition, starting at level 2 through to
Security & level 50, characters gain +1 hit point every
Threat level second level they earn. So a level 50
character will have gained +25 hit points
(Option)
over the time of their progression. This
City of Heroes (and City of Villains) uses an
reflects the character increasing in fitness
advancement system based on character
and stamina due to the rigours of their
levels. To advance in level through the
super-hero life. However, it is important
game, you must acquire Experience Points
to remember that the enemies also gain
by winning fights and completing
this advantage and will equally gain
missions. The option to use Security Levels
additional hit points the higher the level
(or Threat Levels for Villains) for
that they are also. This only occurs
characters is completely up to the
however, if this optional rule is being used
gamemaster and players but is provided
by the gamemaster. These extra hit points
here as an optional rule as it is part of the
are in addition to any increase through
mechanics of the CoH/CoV universe. This
Super Characteristics powers.
optional rule is designed to keep in the
spirit of the CoH/CoV universe whilst
Character skills are improved at the end of
complementing the BRP rule set which
a gaming session in the normal way as per
does not use character levels. This
BRP Rulebook rules on Character
method is in addition to the BRP rules
Improvement (see p182ff of the BRP
governing Character Improvement on
rulebook). A character does not need to
p182ff of the BRP Rulebook.
increase in a Security (Threat) Level in
order to increase in their skills. Skill
If you do not use this optional rule, the
development can occur outside of security
gamemaster should keep in mind that
or threat level development. As such
they will have to provide Power Budget
characters will develop in their skills more
Points and Inspiration slots to characters
quickly than they will in levels.
as they advance. This can be done as
special rewards for successfully
In addition to being able to gain more
completing campaigns and bringing the
Power Budget Points to purchase and
especially bad guys to justice.
improve powers, there are other
advantages that you gain as your Hero (or
Gaining Security or Threat
Villain) advances. You get additional slots
levels
Characters accrue Experience Points for Inspirations and Influence / infamy
through defeating enemies and points to purchase Inspirations, and the
completing missions successfully. One a prestige that comes with becoming a
character has acquired enough experience famous Super-hero or Arch-villain (like
points to reach a Security (or Threat) getting your own comic book line made
Level, the character automatically gains about you). Becoming famous will have
that level. By increasing in a Security advantages and disadvantages. For one,
(Threat) Level, your character will gain people expect you to solve their problems
Influence / infamy points, and new Power and Villains (or Heroes) know you by sight.
Budget Points for purchasing new powers. A complete list of benefits gained when
You may also allocate any unused Power you train for each successive level follows
Budget Points to improving powers. in the table after.
SECURITY / TREAT level
ADVANCEMENT Table
Security/ Experience Hit Point New Additional
Threat Points Bonus Inspiration Power Budget
Level required Slots Points
1 0 3 3
2 100 +1 1 3
3 440 4 3
4 1,025 +1 - 3
5 1,825 - 3
6 3,060 +1 - 3
7 4,640 - 3
8 6,590 +1 - 3
9 9,270 - 3
10 12,390 +1 2 3
11 15,990 - 3
12 20,990 +1 - 3
13 27,390 - 3
14 34,790 +1 - 3
15 43,885 - 3
16 55,070 +1 - 3
17 68,070 - 3
18 84,000 +1 - 3
19 103,220 - 3
20 126,620 +1 - 3
21 154,620 - 3
22 190,620 +1 - 3
23 235,620 - 3
24 291,620 +1 - 3
25 360,920 5 3
26 446,120 +1 - 3
27 554,120 - 3
28 689,120 +1 - 3
29 855,770 - 3
30 1,059,170 +1 - 3
31 1,313,170 - 3
32 1,627,770 +1 - 3
33 2,014,170 - 3
34 2,484,770 +1 - 3
35 3,055,970 - 3
36 3,757,470 +1 - 3
37 4,612,170 - 3
38 5,648,770 +1 - 3
39 6,898,970 - 3
40 8,401,520 +1 5 3
41 10,094,420 - 3
42 12,001,970 +1 - 3
43 14,152,520 - 3
44 16,574,420 +1 - 3
45 19,304,120 - 3
46 22,382,120 +1 - 3
47 25,852,970 - 3
48 29,765,270 +1 - 3
49 34,175,720 - 3
50 39,000,000 +1 - 3
Greater + Epic game: multiply the characters
starting Power Budget Points by
Starting Power x4.
Budgets + Superhuman game: multiply the
characters starting Power Budget
The Power Budget Points allocated to
Points by x5.
players for their characters during the
character creation process have been
Now return back to the BRP Rulebook and
deliberately set low. This is to allow for
complete the character creation process.
character development during gameplay,
After you have done this, you can refer
encouraging the characters powers to
back here for more powers, rules on
grow as the character does. If
enhancements, salvage, and a list of
gamemasters and players feel that the
villains. Additional supplements will
character starting Power Budget Points
provide an introductory adventure, a tour
are too small, they can be increased using
of Paragon City, and additional bad guys
the following guidelines:
to encounter.
+ Normal game: multiply the
characters starting Power Budget
Points by x2.
+ Heroic game: multiply the
characters starting Power Budget
Points by x3.
Spot Rules
This section deals with additional spot
rules that are relevant to the CoH / CoV Craft Gadget Skill (new
universe. These spot rules are contextual skill)
to this universe and should complement This is a new Mental skill that is used by
the BRP rulebook. If there is any confusion characters allowing them to craft their
or ambiguity between these spot rules own gadgets that provide the character
and the BRP rulebook, the BRP rulebook with powers.
takes precedence over these spot rules.
Without this skill a character of the
Capturing Criminals Technology Origin would be unable to
(0ption) develop the gadgets that give them their
Characters are free to use their powers to powers. For Technology Origin characters,
the fullest extent possible within the it is considered as a professional skill for
game. However, heroes tend more the allocation of skill points, regardless of
towards subduing and capturing criminals the character actual profession.
that to actually killing them.
This is a Mental skill due to the technical
As such, gamemasters are free to use the complexity of the item the character is
liberty that once an enemy of a heroic building. It receives the Mental skill bonus
character has been reduced to below zero (if the optional Characteristic skill
hit points, they can be regarded as modifiers are being used, see page 31 of
unconscious rather than dead. the BRP rulebook).

This optional rule keeps within the spirit All characters regardless of their Origin
of fighting for truth, justice and freedom can learn this skill, though only
whilst giving the gamemaster as few Technology characters can consider this to
headaches as possible when it comes to be a professional skill.
just who survived the brawl that just took
place between the good guys and the bad The rules governing the building of
guys and who will be able to be gadgets are covered in the Inventions,
interrogated by the characters later on. Enhancements and Salvage chapter of this
book.
Characters are free to choose whether
they wish to just smash the bad guys into Craft Enhancement
the dust anyway. Gamemasters are free This is a new Mental skill that is used by
to switch this rule on and off as needed all characters within the game. Characters
by them. Villains can also choose to use use this skill to craft enhancements that
this optional rule as it suits them. In order can be added to their powers, giving those
to save confusion, gamemasters should powers an added boost.
always be consulted first by the characters
before they can use this rule.
In order for a character to craft an basically a representation of how the NPC
enhancement they must first have an world sees your character and how your
enhancement recipe, a workbench and character can influence NPCs to give you
the pieces of salvage required to make up want you want. Influence/Infamy points
the enhancement. If the character work like a currency system for purchasing
succeeds in their Craft Enhancement skill things not available at the average run of
roll, the enhancement is created. This is the mill retail stores in Paragon City.
covered in more detail in the chapter on
Inventions, Enhancements and Salvage in Influence/Infamy points, like the optional
this Quickplay Pack. Experience points, are earned through
defeating enemies and completing
Experience Points (option) missions successfully.
This optional rule is used in conjunction
with the optional Security/Threat Levels Hero characters are awarded Influence
rule for characters. points and Villains gain Infamy points. The
amount of Influence/Infamy received on
Whenever a character defeats and enemy successfully defeating an enemy is
or successfully completes a mission, identified in the Villains & Vigilantes
Experience points will be awarded to the section. The amount gained will vary
character. When the character gains based on whether the enemy defeated is
enough experience points to equal the a minion, lieutenant, or boss.
number of experience points required to
be awarded a Security/Threat level, the The amount of Influence/Infamy gained
character advances to that next level. by successfully completing a mission will
vary depending on the complexity of the
Experience points for the defeat of an mission itself. Gamemasters may also
enemy are listed within the Villains & award Influence/Infamy points to
Vigilantes section. Cross reference the characters who role play their characters
experience of the enemy (ie minion, well.
lieutenant or boss) with their level to
determine the number of experience The relevant sections dealing with
points awarded to the characters. inspirations, gear, enhancements and
Experience gained from completing salvage identify the amount of
missions will be determined influence/infamy it costs to purchase
independently by the gamemaster. those items.

Influence / Infamy Points Mutant Powers additional


Influence and Infamy points define your rules for use in the CoH &
characters reputation with the NPC CoV universe.
characters they interact with. These
points can be used to gain information Mutant powers are defined on page 102
from informants, purchase inspirations, of the BRP rulebook. In general, all mutant
purchase salvage and recipes for making powers come in two varieties: minor and
enhancements to your character powers, major. Mutant powers are always
and can get you that bit of equipment that available to the mutant and cost nothing
youre just dying to have but the to use, ie they are always active.
Requisition Officer just wont give you. Its
In the CoH/CoV universes a few additional + Psychic powers are purchased by
simple rules are required in order to expending Power Budget Points
integrate this fully with the other power- just like the other power-sets in
sets that exist in the game. The following the game. The cost of purchase is
additional rules apply regarding mutant listed in the Summary Table of All
powers: Powers located in the Powers
+ Mutant powers come in two levels section of this document.
only: Minor and Major. + In addition to increasing a
+ To purchase a mutant power, they characters skill in a psychic power
character must expend the through experience, research and
required POW cost (listed in the training, additional Levels in the
Summary Table of All Powers power can be purchased (refer to
located in the Powers section of the Power Cost column of the
this document) out of their Power Summary Table of All Powers
Budget Points. When a mutation is table). Each level provides an
purchase, it will always be additional 05% in the chance of
regarded as a Minor mutation. success for that skill.
+ To purchase a Major mutation, the + Depending on the psychic power,
character must pay twice the POW additional levels may also bring an
cost (listed in the Summary Table increased or enhanced
of All Powers located in the effectiveness of that power. Refer
Powers section of this document) to the descriptions of each psychic
out of their Power Budget Points. power.
A noted in the BRP rulebook, two
minor mutations equal one major Pulling Punches
mutation. This rule is meant to complement the
Pulling Blows spot rule in the BRP
Psychic Powers additional rulebook, not replace it.
rules for use in the CoH &
CoV universe. Characters can opt to use their powers at
a lower intensity than they are capable of
Psychic powers are defined on page 110 normally using. This is called pulling
of the BRP rulebook. In general, all psychic punches.
powers are skill based and require Power
Points to operate. In addition, most To do so the player declares to the
psychic powers will have to overcome a gamemaster that for that Combat Round
targets POW, INT or SIZ. (or however many Combat Rounds) they
Being skill based, all psychic skills can wish their character to use their powers at
improve just like any other skill, ie through a lower level than they normally can. The
experience, research and training. player must state, which powers, and at
In the CoH/CoV universes a few additional what levels, they will be using those
simple rules are required in order to powers. When the power is used, it
integrate this fully with the other power- behaves as though it was at the lower
sets that exist in the game. The following level declared by the player prior to the
additional rules apply regarding psychic commencement of that combat round.
powers: Any enhancements allocated to the
powers that are being pulled are not
lowered in intensity. They behave as they have a minimum of 1 point by this
would were the power operating at full calculation method.
efficiency.
Whenever the character is not using any
Characters may opt to use this method physical or mental exertion, ie not using
when their power points or fatigue points their powers and not in combat, the
are running low or when they wish to character regains Power Points and
capture a suspect rather than beat the Endurance Points at their Recharge Rate
living daylights out of him. per combat round. There is a place to
note this on the character sheet.
Pulling punches is not considered to be a
Power Modification but a players choice. Example 1: Stormbolt has a total of 30
As such it can never be used to provide a Power Points. His recharge rate is 3 power
character with additional Power Budget points per combat round when taking a
Points for the purchase of additional breather.
powers. Example 2: HARM uses the power
modification that changes alters his
Recharge Rate Taking a powers to rely on Endurance rather than
Breather (option) Power Points. His recharge rate is
Heroes and Villains use their powers therefore based on his Endurance rather
extensively during game play. They will than Power points. His recharge rate is
exhaust their limit of Power and therefore one tenth of his Endurance.
Endurance Points very quickly during HARM currently has 40 Endurance Points
situations that call for frequent use of so his recharge rate is 4 Endurance Points.
powers.
Remember to round all fractions up and
In the CoH and CoV universe, characters that characters will always have a
have the advantage of taking a breather. minimum Recharge Rate of 1 Power Point
This allows the character to regain power and 1 Endurance Point per combat round.
and endurance and therefore be ready for
the next fight. This also allows for more Special rules governing:
frequent combat situations and therefore Immobilisation, Sleep,
a more action packed game play. If the Disorientation, hold, Fear
gamemaster wishes to have this more and Confusion
frenetic type of feel to their campaign, the Certain powers can affect targets by
following rule is provided to enable causing sleep, fear, disorientation,
characters to use their powers far more confusion, being held fast or immobilised.
frequently. The powers that produce these effects
and how these effects are applied to a
The Recharge Rate of a character is their target are described in the Powers
ability to recharge Power and Endurance section.
Points by taking a breathing spell from
physical exertion and the use of powers. From time to time, however,
The Recharge Rate is obtained by dividing environmental factors will also cause
the characters Power Points and these effects. For example; a sleeping
Endurance Points by ten (round all toxin in a poison dart hits a player
factions up). The character will always
character or an explosion near by a If a character is asleep and another
character causes them to be disoriented. attempts to awaken them through
shaking the person or making loud noises
When a character or NPC has been etc, the character asleep must succeed in
affected by such an environmental factor, a Stamina roll in order to wake up.
gamemasters should refer to the points Otherwise they will continue to sleep. This
below to determine what the effects are action is considered to be Difficult, ie the
on the target. chance of success is equal to half their
Stamina rolls normal chance of success.
Immobilisation: if a character is
immobilised, they are unable to Characters can use any Resist Effects
undertake any actions and are restricted Inspiration that they have acquired in
to mental actions only. They can think, order to break free of their sleep. Should
look around (but not turn their head to they use such an inspiration, it takes one
the side), breath but cannot speak or Combat Round to take effect. The
otherwise interact with their character is considered to have been
environment. freed from the effects of sleep on the first
DEX (Strike) Rank of the next Combat
They may use psychic abilities providing Round.
these powers do not require the use of
any bodily movement (such as gesturing Disorientation: a character becomes
with the hands). They may not use magic disoriented if they fail a Stamina roll. The
if the magic requires that words be Stamina roll is considered to be a Difficult
spoken or gestures be made. task, ie the chance of success is equal to
half their Stamina rolls normal chance of
They are otherwise paralysed until the success.
effects of the immobilisation wear off or
they are freed from the immobilisation by Disorientation lasts for one Combat Round
the use of one of the Resist Effects and the disoriented character cannot
Inspirations. Characters can use any Resist undertake any actions that round other
Effects Inspiration that they have acquired than stagger or lie around totally dazed.
in order to break free of the The character regains their senses at the
immobilisation. Should they use such an end of the combat round and can act
inspiration, it takes one Combat Round to normally at the beginning of the next
take effect. The character is considered to combat round.
have been freed from the effects of
immobilisation on the first DEX (Strike) Should a character fumble the Stamina
Rank of the next Combat Round. roll, the character will suffer the effects of
being disoriented for a full turn (5 combat
Sleep: a character who is under the rounds, ie one minute).
effects of sleep is considered to be in a
deep sleep state and will not awaken Characters can use any Resist Effects
unless touched, attacked or brought out Inspiration that they have acquired in
of the sleep state by a loud noise of are order to break free of their disorientation.
freed from their sleep by the use of one of Should they use such an inspiration, it
the Resist Effects Inspirations. takes one Combat Round to take effect.
The character is considered to have been
freed from the effects of being order to break free of their fear. Should
disoriented on the first DEX (Strike) Rank they use such an inspiration, it takes one
of the next Combat Round. Combat Round to take effect. The
character is considered to have been
Hold: a character that is held is pinned freed from the effects of being afraid on
to the spot and cannot move away from the first DEX (Strike) Rank of the next
that location for the duration of being Combat Round.
held. They can undertake any actions
other than movement, ie speak, look Confusion: causes a character to become
around, fight where they stand, use indecisive and stumble around not sure of
powers. But they are otherwise restricted who they are, what they are doing there
to the spot until either released for being and who their enemies are. They will
held, or the cause of being held wears off. resist the urge to fight, instead doing
anything to avoid combat and to get out
Characters can use any Resist Effects of any combat situation. They can defend
Inspiration that they have acquired in themselves with parries or dodging but
order to break free of being held. Should otherwise will avoid all conflict and
they use such an inspiration, it takes one complex actions for the duration of their
Combat Round to take effect. The confusion.
character is considered to have been
freed from the effects of being held on Being unsure of who they are will also
the first DEX (Strike) Rank of the next result in them being unable to effectively
Combat Round. communicate with others and unable to
use any of their powers for the duration of
Fear: when a character is under the their confusion.
effects of being afraid, they will avoid all
combat and attempt to flee the source of Characters can use any Resist Effects
their fear. They may take defensive Inspiration that they have acquired in
actions, ie parry and dodge, but otherwise order to break free of their confusion.
will take all reasonable, and many Should they use such an inspiration, it
extreme, steps to vacate the area. takes one Combat Round to take effect.
The character is considered to have been
When resisting the effects of fear, a freed from the effects of their confusion
character must succeed in an Idea roll. on the first DEX (Strike) Rank of the next
The Idea roll is considered to be a Difficult Combat Round.
task, ie the chance of success is equal to
half their Idea rolls normal chance of
success.

Characters can use any Resist Effects


Inspiration that they have acquired in
POWERS
for each power are identified under the
POWERS name of the power.
Characters purchase their powers as per
the rules outlined under each power-set However if a power belongs to more than
in Chapter 4: Powers of the BRP rulebook. one power-set (for example there are
The cost of each power is identified in the similar Illusion powers in both the sorcery
relevant power section of that chapter. and psychic power-sets) then the
Just keep in mind that depending upon description of the power identifies what
the Origin of your character, the cost of power-sets it belongs to. Characters
acquiring secondary powers will be more whose Origin uses the identified power-
expensive than the cost of purchasing set as their primary power-set, can
their primary power. obviously purchase that power at normal
cost, even if the description of the power
The rules governing the use of each type identifies it belonging to more than one
of power-set are detailed in Chapter 4: power-set.
Powers of the BRP rulebook, as are the list
of powers available to the character and Each power described in this section is
how the character gains new powers. described in the following manner:
+ Name: the name of the power.
In general however, this Quickplay pack + Power-set: the power-set(s) that the
assumes that powers are purchased by power belongs to.
expending Power Budget Points. + Archetype: if the power is designed
Depending on the power-set however, for a particular Archetype, it will be
this isnt always the case. If gamemasters listed here. All other Archetypes can
wish to simplify how characters gain new purchase this power as well but at
powers by using just one method, then double to cost listed here for the
used the super-power rules for acquiring power.
new powers. Gamemasters will need to
+ Base Range: Self indicates a power
put some thought into how characters
that is internal to your character,
acquire magic, mutant, psychic and
Touch indicates close range, and
sorcery powers as these power-sets all
15 metres is a default range. Many
have slightly different, but
ranged powers can have their ranges
complementary, ways in which characters
increased with additional levels.
gain their new powers.
+ Duration: Instantaneous powers
As City of Heroes is a Super-powered work immediately on the DEX (or
game, additional powers have been Strike) Rank they are utilised. Other
included below. The powers are listed powers work for 1 Combat Round or
alphabetically however they do not all longer. When used, these powers
belong to the same power-set (ie they exist from the moment they are
arent all super-powers). The power-sets utilised until the end of the combat
round. Always On means that the points or endurance points, regardless of
power is always present unless you the number of powers they use.
would like to deactivate it. These
powers will automatically return This power can be used on multiple
whenever willed, or when your heroes at once, as long as the caster has
character sleeps and awakens. enough DEX (Strike) Ranks to cast the
+ Power Cost: this is the amount the power.
power costs per level in Power
Budget Points to purchase. The power If the caster is attacked whilst casting this
cost listed is for primary powers. power, they will need to succeed in an
Double the cost if the power belongs Idea Roll or be distracted and the power
to a secondary power-set for your will not take effect. No power points are
character. lost if this occurs.
+ Power Point Cost: this is how many
power points (or Endurance if the Analyse
character has chosen to take that Power-set: Psychic
power modified by the applicable Archetype: all
Power Modifier Benefit, see p.143 of Base Range: Touch
the BRP Rulebook) the power costs to Duration: Instantaneous
activate and/or keep active. Cost Power Cost: 5 point per level
listed is for one level in the power Power Point Cost: 3 power points to
only and will rise with additional analyse one substance.
levels taken in that power. Cost is the
same regardless of whether the Analyse gives your character a 05% basic
power is a primary or secondary chance to succeed in the ability to
power-set for your character. scientifically analyse a substance just by
+ Description: a description of the touching or being within 1 meter of the
power and what its effects in the substance. Once this power is purchased,
game world are. the chance for success starts at 05% and
rises like any normal skill through
successful use.
Adrenaline
boost See Power and Success Levels on p.146 in
Power-set: Super the BRP Rulebook for the description of
Archetype: Defender specific the skill success or failure by using this
Base Range: 15 metres power. Power Points are expended based
Duration: 1 Combat Round on if the skill roll for this power is a
Power Cost: 10 success or failure.
Power Point Cost: 3 power points for each
target Additional levels add an extra 05% to the
skill chance (even though the skill can be
This power empowers another Hero with increased independently, like any other
virtually unlimited Power and Endurance normal skill) and an extra 1 metre to the
for a single Combat Round. During this range of analysis.
combat round the hero affected by
Adrenaline Boost expends no power The property to be analysed must be
specific and only one gram of the
substance is required per property in attempt to maintain concentration on
order to be analysed. Each separate animating the object. The animator may
property to be analysed requires a animate more than one object at once but
separate skill roll for this power and the may give commands to one object per
subsequent power point expenditure. DEX (Strike) Rank. No more objects may
be animated than the animator has levels
in the Animate power.
Animate
Power-set: Sorcery, Psychic The animator must have enough levels in
Archetype: all Animate to control the SIZ of the object
Base Range: Touch but does not need enough levels in
Duration: 1 Hour Animate to cover the total SIZ of all
Power Cost: 1 per Level objects to be animated as each object is
Power Point Cost: 1 power point per 3 animated one at a time.
points of SIZ of the object animated.
Sorcerers use this power particularly to
The ability to animate an otherwise animate the bones and bodies of the
inanimate object. The animated object dead. To a sorcerer this power is also
will retain its basic shape but will be able sometimes called Necromancy.
to bend to accomplish simple tasks such
as move, attack, or grab. Unless otherwise provided by a creature
or object description in the BRP rulebook,
Each level in this power animates 1 SIZ assume the SIZ of the object to be its STR,
point extra of an inanimate object, CON and hit points. Its DEX and chance of
increases its range by 1 metre, and adds 1 success with skills will be that of its
hour to the duration of the power. animator. It will have no INT, POW or APP
and cannot be affected by powers which
The object can only be ordered to do must overcome POW or INT to work. The
things its basic shape would allow. The object will retain its normal resistance to
entire SIZ of the object must be damage.
controlled, or it will not animate at all.

The user must concentrate entirely on Apprentice


commanding the object during the DEX
(Strike) Rank in which he gives the object
charm
its initial orders, and during any DEX Power-set: Magic, Sorcery
(Strike) Rank that a new set of orders Archetype: Any
are given. Otherwise they need only Base Range: 30 metres
expend the Power Points needed to Duration: Instantaneous
animate the object. Power Cost: N/A
Power Point Cost: 2 points
If concentration is broken through taking
damage, the process of ordering the This power is available to Magic origin
object is delayed to the same DEX (Strike) characters only. They receive an
Rank on the next Combat Round. The Apprentice Charm free of charge during
Animator is considered to lose any other character generation.
action during the combat round they took
damage and can do nothing else but
This cantrip has a very short range, and character uses when the super power is
deals only minor energy damage to the purchased.
target, however it will also lower the
targets armour for a short time making You should specify which type of energy it
them less resistant to further damage. is on your character sheet, and name it
accordingly. Ball Energy powers include:
The spell is designed to speed up random Snow Ball (Cold energy),
molecular motion within the targets body. Dark Ball (Darkness energy),
The caster must overcome the targets Ball Lightning (Electrical energy),
POW with their own POW on the Singularity (Gravity energy),
Resistance Table. If the caster succeeds, Fire Ball (Heat energy),
the target receives 1D3 points of damage. Quake (Kinetic energy),
If the optional Hit Point Location rules are Light Ball (Light energy),
being used, the damage is done to a Magnetise (Magnetic energy),
random body location. This damage is not Nuclear Core (Radiation energy),
absorbed by the targets armour (including
Thunder Clap (Sound energy),
natural armour).
Tornado (Wind energy)
The ball energy does 1D6 in a 1 metre
In addition, the energy affect of the spell
sphere and can be hurled a distance of 15
will temporarily effect any armour worn
metres. Each additional level in Ball
or possessed by the target. For one full
Energy increases the power by +1D6
turn the targets armour will be reduced by
damage, or the range of hurling the ball
2 points. If the optional Hit Point
by +15 metres. The character must specify
Locations rule is being used, the armour
which it will be when additional levels in
that protects the location where the
the power are taken. The Area Attacks
target suffered damage from the spell will
spot rules on page 213 of the BRP
be the armour that is reduced temporarily
rulebook apply to Ball Energy attacks.
by 2 points.

Ball energy Blinding flash


Power-set: Super, Magic, Psychic
Power-set: Super
Archetype: any
Archetype: all
Base Range: Self
Base Range: 15 metres
Duration: Instantaneous
Duration: Instantaneous
Power Cost: 10 points
Power Cost: 10 per level
Power Point Cost: 10 points
Power Point Cost: 1 per level
A flash of intense light, like that of the
Ball Energy allows your character to shoot
blinding flash of a lightning strike, flashes
a ball of concentrated energy of some
out around the caster, temporarily
type (see Types of Energy on page 150
blinding all who are looking at them. This
of the BRP rulebook). The ball explodes on
defensive attack causes no permanent
contact dealing damage in a 1 metre area
harm to those looking at the caster.
and also drains Endurance from each
target it hits. Each type of Ball Energy is a
Any character (PC or NPC) looking in the
separate power and must be purchased
direction of the caster must succeed in a
separately: chose which one your
Luck Roll or suffer from the blinding flash
effects. Any character affected by the
flash is blinded for 1D6 combat rounds
and functions as though they are blind or
in complete darkness.

Charged bolts
Power-set: Super
Archetype: any
Base Range: 15 metres
Duration: Instantaneous
Power Cost: 3 per level
Power Point Cost: 1 per level

This power hurls small bolts of energy at


foes, dealing damage and draining
Endurance. Armour does not protect
against this damage unless it is specifically
designed to withstand that form of
energy. For example, if the Charged Bolt
Claws
Power-set: Mutant
energy is electrical in nature, armour must
Archetype: all
be specifically designed to earth out
Base Range: Touch
electrical currents and thus prevent
Duration: Always On
electrical attacks.
Power Cost: 3 points
Power Point Cost: N/A
The Projection Skill is used to resolve all
attacks with this power. Each bolt does 1
This is the same as the Mutant power
Hit point of damage, and drains 1
Natural Weaponry. The claws are the
Endurance point. Each level in this power
specified natural weapon.
increases the damage/drainage by +1
point.
At the players discretion the claws can be
retractable (thus being hidden when not
Multiple bolts may be cast in a single
in use) or visible at all times. If the claws
combat round providing the caster has
are retractable, then 1 DEX (Strike) Rank
enough DEX (Strike) Ranks to perform
must be added to the characters Fist
each casting. The first bolt is cast at the
(Brawl) attack when the claws are first
normal DEX (Strike) Rank of the character,
used in combat, unless the character has
with each additional bolt being cast at the
prepared the claws beforehand. This
equivalent of their DEX (Strike) Rank
represents the character activating their
again.
claws. After the first combat round is
over, the character can use their claws at
the normal DEX (Strike) Rank for their Fist
(Brawl) attack.

Claw attack damage adds +1D6 to the


characters Fist (Brawl) attack and damage
bonus, if the character possesses a
damage bonus. Additional Levels in this If this power is cast on a foe before
mutation add +1D6 to the claw damage. combat, a demoralised foe generally will
not attack unless ordered to. If faced by a
At the players discretion, the claws can superior force (or a perceived superior
be either natural or metallic. force), the demoralised foe will probably
run or surrender.
Clear mind Fanaticism will negate the effects of a
Power-set: Super, Psychic Demoralise power (and vice versa),
Archetype: Defender specific leaving the target with normal moral.
Base Range: 10 metres
Duration: Instantaneous
Power Cost: 10 points Disorient
Power Point Cost: 5 points Power-set: Psychic, Super
Archetype: all
This power frees an ally from the effects Base Range: 15 metres
of Immobilisation, Sleep, Hold and Duration: Instantaneous for 1 Combat
Disorientation effects. The ally is freed on Round
the DEX (Strike) Rank of the caster. The Power Cost: 10 per level
caster must be able to see the ally. The Power Point Cost: 3 per level
caster does not need to use the Projection
Skill to cast this power, they simply This power allows the caster to disorient
expend the power points required to use an opponent. The caster must overcome
the power. the targets POW is a resistance roll using
their own POW. If the caster succeeds, the
target is disoriented for one combat
Demoralise round.
Power-set: Magic, Super
Archetype: Controller, Dominator The target will be unable to determine
Base Range: 15 metres who their enemy is, they will be able to
Duration: Instantaneous for 1 Turn defend (parry or dodge) whilst disoriented
Power Cost: 10 points and will endeavour to avoid all combat.
Power Point Cost: 5 power points Otherwise, however, they will stumble
around and be unable to take any
In order for this power to be cast at an offensive actions against the caster or the
enemy, the caster must first overcome the casters allies.
targets POW with their own POW on the
Resistance Table. Additional levels in this power allow the
caster to either add an additional 15
The victim of this power loses faith in their metres to the range of the power or add
ability of themselves to win the fight, find one additional combat round to the
the treasure, rescue the princess, duration of the disorientation effect. The
whatever! They can still defend character must determine what the effect
themselves at their full parry and dodge will be when additional levels in the
chances but all their attack chances are power are chosen.
reduced by half. In addition, the victim will
not use any offensive powers. For each combat round after the first
combat round that a target is disoriented,
the target can attempt to shake off the
effects of being disoriented. This can be
done by succeeding in a difficult Stamina
roll as per the Disorientation rules in the
Spot Rules section of this Quickplay Pack.

Energy fence
Power-set: Super
Archetype: All
Base Range: 15 metres
Duration: Instantaneous Energy field
Power Cost: 10 per level Power-set: Super
Power Point Cost: 3 per level Archetype: All
Base Range: Self to 5 metres radius
This power surrounds a single target and Duration: Instantaneous
immobilising them for one combat round. Power Cost: 10 per level
During that time it also deals 1D6 damage Power Point Cost: 3 per level
to the targets total hit points and drains
the same amount of Power points and This power permits the caster to emit a
Endurance points as it does hit point storm of energy around them that
damage. constantly damages all nearby foes while
active. The storm erupts from the caster
Additional levels can be bought for this and covers a radius of 5 metres range
power. Each level bought can be allocated from the caster, outwards in a spherical
to one of the following: pattern. The energy field will last for 1
+ adding +1d6 damage, power and combat round and do 1D6 to all within the
endurance point drainage to the field (including allies!).
target, or
+ adding 15 metres to the range of Each type of Energy Field is a separate
projecting this power. power and must be purchased separately:
chose which one (see Types of Energy
The player must specify which it will be on page 150 of the BRP rulebook) your
when the additional level is purchased for character uses when this super power is
the power. purchased.

If the optional hit point locations rule is Additional levels in this power can be
being used, the damage inflicted by the taken. Each level can add +1D6 to the
energy fence is evenly distributed across damage, or add +1 combat rounds to the
the targets hit locations. If this cannot be duration of the field or adds +5 metres to
done evenly, roll for a random hit location the radius (up to a maximum of 15 metres
to apply the damage too, as per the radius). The character must specify which
normal rules. when they take additional levels in this
power.
The caster must expend the required
number of power points each combat
round that the power is active.

Ethereal Body
Power-set: Mutant, Psychic
Archetype: Any
Base Range: Self
Duration: Instantaneous
Energy Power Cost: 20 points
Power Point Cost: 3 power points per
Projection combat round.
(additional information)
All physical objects are made up of atoms
The Energy Projection power is detailed and atoms are mostly made up of space.
on pages 156-157 of the BRP rulebook. When this power is activated the
The information below outlines the CoH & character alters the frequency oscillations
CoV super power names for each type of of their atoms allowing them to vibrate at
Energy Projection power available. a different frequency to that of the atoms
Energy Projection powers include: of the surrounding universe around them.
Ice Blast (Cold energy),
Death Ray (Darkness energy), This allows the character to pass through
Lightning Bolt (Electrical energy), solid objects as though they were not
Gravity Projection (Gravity there. The process is slow and the
energy), character feels like they are walking or
Fire Blast (Heat energy), floating on a cushion of air. This is due to
Mack Truck (Kinetic energy), the character being able to pass through
all objects around them, including the
Light Ray (Light energy),
ground they are walking on.
Magnetic Projection (Magnetic
energy),
They must be careful not to end up half
Radiation Beam (Radiation
submerged into the object or the ground
energy),
before they deactivate the power or they
Sonic Boom (Sound energy),
will be fused with that object and die
Gale Force (Wind energy)
instantly of systemic shock.

Characters can move at a rate of 1 metre


per combat round whilst in the ethereal
state and must succeed in a Luck roll in
order to ensure they remain above the
ground (unless they have the Flight super
power and therefore can remain above
ground at all times).

Should a character run out of power


points whilst still in ethereal form and
moving through a solid object, they will
emerge from their Ethereal Body power
and be impaled to that object. If the
object has a greater SIZ than the
character, they will be merged with the
object and die instantly. If the object has a
smaller SIZ than their body, they will
receive damage as though they suffered a
special hit with that object. Damage will
be done to the characters total hit points Fanaticism
even if the alternative hit point locations Power-set: Magic, Super, Mutant
rule is being used. Archetype: Controller, Dominator
Base Range: 15 metres
Whilst in an ethereal state, the character Duration: Instantaneous for 1 Turn
is partially visible. Projectile and melee Power Cost: 10 points
weapons cannot harm the character Power Point Cost: 5 power points
unless they are specifically designed to do
damage to ethereal objects (all magical This power increases the fanatics chance
weapons are capable of doing damage to to hit with melee and ranged weapons by
ethereal objects). half their normal attack chance. Thus a
30% chance to hit with a melee or ranged
Governments have been known to weapon would be increased by +15% for a
become so concerned about the total of 45% of success for 1 full turn (5
capabilities of this power that they have combat rounds). It also, however,
developed force fields that have an prevents the fanatic from parrying,
oscillating frequency that prevent dodging or using defensive powers.
characters with this power from passing
through the field. Demoralise will negate the effects of a
Fanaticism power (and vice versa), leaving
the target with normal moral.

This power can be cast on ones self or on


an ally. To cast this power on an enemy,
the caster must overcome the targets
POW with their own POW on the
Resistance Table. If this power has been
picked as a mutation by a mutant origin
character, it will only effect themselves,
they may not cast it on others.
No more than twelve levels in this power
can be purchased, This means that the
Flurry character can hit with Flurry punches a
Power-set: Super maximum of twelve times in a combat
Archetype: Any round with each punch landing roughly
Base Range: Self once every second of the combat round.
Duration: Instantaneous
Power Cost: 10 per level At the end of the combat round, the
Power Point Cost: 1 per level target must succeed in a Difficult Stamina
Roll (ie half their Stamina Roll) or be
This power unleashes a super fast flurry of Disoriented for the next Combat Round.
punches to pummel your foe. It may also
disorient the target.

The first level in Flurry allows the


character to punch using their Fist (Brawl
skill) attack on the first DEX rank of the
combat round (or Strike Rank 1). This is
regardless of the characters DEX (Strike)
rank. Each additional level in Flurry adds
one additional punch that can be made
per combat round.

The additional punch occurs after the DEX


(Strike) rank of the punch preceding it. So
if a character possessed three levels in
Flurry, the first punch attack would occur
on the first DEX rank (or Strike Rank 1),
Force push
Power-set: Psychic, Super
the second punch would occur one DEX
Archetype: Any
rank (or Strike Rank 2) after the first
Base Range: 15 metres
punch and the third punch would occur
Duration: Instantaneous
one DEX rank (or Strike Rank 3) after the
Power Cost: 5 per level
second punch.
Power Point Cost: 1 per level
Each punch must be rolled for separately
This power is a focused attack that shoves
(including Hit Point Locations if this
the target and sends him flying. It does
optional rule is being used) and is capable
minimal damage, but can be very
of doing Special and Critical damage. If a
effective. Essentially, this is just like the
Fumble is rolled, no additional Flurry
Star Wars Jedi power.
punches can be made. The character
looses the rest of their Flurry punches for
Each level in this power gives the
that combat round but must expend the
character a projected strength of 3 STR.
Power Points (or Endurance Points if this
Thus three levels in Force Push would give
Power Modification was chosen by the
the caster a projected strength of 9 STR.
character) that would have powered all
the punches made in the combat round.
The caster must overcome the targets SIZ
on the resistance table with the casters
Force Push levels projected strength. If and is suddenly surrounded by five Skulls
the caster succeeds, the target (or targets) who jump out from behind crates at
are pushed back 1 metre per level of the attack Harm.
power. Thus three levels in this power
would mean that the target is pushed Master Tsoy seeing HARM surrounded,
back 3 metres. Targets suffer Falling decides to give him a helping hand with
damage as detailed on p.223 of the BRP his Force Push power. Master Tsoy lets fly
rulebook. Targets are considered to have with a force push using HARM as the
been thrown with considerable velocity centre of the area of effect. Each of the
(ie double all falling damage) and are Skulls is SIZ 14, HARM is SIZ 18 and there
considered to be down for the purposes are several crates in the area of effect that
of combat. See also Fighting While Down are SIZ 8. The gamemaster gets Tsoys
on p.223 of the BRP rulebook as well. player to roll to overcome each targets SIZ
on the resistance table using Tsoys
In addition, the area of effect of this projected strength of STR 15.
power is 1 metre diameter wide.
Additional levels can be invested instead Each of the crates gets blasted back five
to increase the area of effect. For each metres and so do four of the five Skulls.
additional level the character can choose, Fortunately HARM is big enough to resist
instead of adding projected strength, to the Force Pushes projected strengths and
increase the area of effect by +1 metre remains on his feet as does the last Skull.
diameter. The character must chose which All the crates and the four hapless Skulls
it will be when extra levels in this power suffered the effects of being thrown five
are taken. metres (suffering falling damage of 2D6
due to the distance and velocity of the
All targets within the area of effect are push) and are considered down for any
equally affected by the power and suffer ensuing combat. HARM will have to deal
the effects of the Force Push. Roll on the with the last Skull himself.
resistance table for each target (foes,
allies and objects alike) within the area of
effect.

For example: Master Tsoy has seven levels


in Force Push. He has invested five of
those levels in increasing the powers
projected strength and two levels in
increasing its area of effect. This gives his
powers projected STR 15, a push back
distance of five metres and an area of
effect of three metres diameter. It would
cost Master Tsoy 7 power points to use
this power.

Master Tsoy and HARM find themselves


on a special mission investigating a
warehouse used to store illegal drugs.
HARM, being a Tanker is leading the way
This power calls a tremendous Gale-force
Fortitude wind that can knock down foes and deal
Power-set: Super some damage in a wide cone area.
Archetype: Defender specific
Base Range: 15 metres The specific rules governing Weather
Duration: Instantaneous for one turn Conditions (Wind) can be found on p.236
Power Cost: 10 points per level of the BRP rulebook. The wind strength of
Power Point Cost: 5 points per level the Gale power starts as a Light/Moderate
Wind. The area of effect begins at the
This power temporarily boosts an allys casters hand and projects outwards in a
accuracy, damage, and damage cone to powers maximum distance.
resistance. It also protects against psychic
attacks. At first level, the Gale power stretches to
10 metres from the caster and to a
For one turn (five combat rounds) any maximum cone diameter of 3 metres. The
character affected by Fortitude gains the Gales strength is as per the
following benefits: Light/Moderate Wind maximum strength
+ All attacks and parries, including of STR 1. Anyone affected by the Gale
Dodge rolls are increased by +10% power must resist the Gales STR on the
per level of Fortitude; Resistance Table with their own STR.
+ All damage rolls receive +1 point of Failure means that they fall down and are
damage per level of Fortitude; blown outside of the area of effect of the
+ The body receives 1 point of power. Falling damage (see p.223 of the
armour per level of Fortitude, as BRP rulebook) will occur to anyone who
though this was natural armour falls down; with the damage based on the
covering the entire body; and maximum distance they are blown away.
+ Characters gain +05% per level of
Additional levels can be bought in this
Fortitude on all resistance rolls
power. For each additional level the
including psychic attacks.
character can either:
Additional levels add to the effectiveness + increase the range of the Gale
of Fortitude but not the duration. power by +10 metres (from
Fortitude cannot be maintained beyond 10metres to 20 metres to 30
one full turn. After that the power must metres and so on); or
be activated again. + widen the cone of effect by an
additional 3 metres (from 3 metres
to 6 metres to 9 metres etc); or
Gale + the wind effect is raised by one
Power-set: Super, Psychic
level of severity (from
Archetype: all
Light/Moderate Wind to Strong
Base Range: 10 metres
Wind to Severe Wind to
Duration: Instantaneous
Windstorm to Hurricane[Cyclone]-
Power Cost: 10 per level
Force Wind to finally Tornado-
Power Point Cost: 5 per level
Force Wind).
The Gale power cannot be raised beyond
doing Tornado-Force Wind severity, but
the range can be increased as far the If the caster has enough power points,
character desires. they may maintain this power from
combat round to combat round (paying
For example: the villain Breakwind has ten the required power points needed to use
levels in his Gale power. He has invested this power each combat round) and all
three levels to increase the powers range allies within the area of effect will be
to 40 metres, three levels to increase the healed a number of hit points equal to the
cone of effects to 12 metres diameter and caster level in Healing Aura each combat
four levels to increase the power of the round the power is active.
Gale to a Windstorm (STR 12).
The caster must maintain focus to keep
During a daring heist Breakwind is this power active. If they receive damage
confronted by security guards who whilst the power is active, they must
attempt to bloke his getaway. The guards succeed in an Idea roll or be distracted,
are 10 metres away from him when he deactivating the Healing Aura.
activates the power (ten levels in Gale cost
him 50 power points per combat round to
use at full strength). All the guards are
Hide in shadows
within the area of effect of the Gale and Power-set: Super
therefore must resist against its STR of 12 Archetype: Stalker
on the Resistance Table. If any of the Base Range: Self
guards fail their resistance roll, they will Duration: Instantaneous
be blown 30 metres away receiving 1D6 Power Cost: 10 points
damage for every 3 metres they are Power Point Cost: 3 points
blown. Thats 10D6 damage!
This power makes a character invisible
by blending them into the shadows of the
Healing aura environment around them and also by
Power-set: Super attracting the any observers attention to
Archetype: Defender specific a spot other than where the character is.
Base Range: 15 metres
Duration: Instantaneous The power will automatically cease to
Power Cost: 10 per level operate if the character attacks a foe or is
Power Point Cost: 1 per level attacked by any offensive power. The
caster will then be visible to anyone
This power restores Hit Points to you and looking in the casters direction.
nearby Heroes. This power is not as
potent as the Heal power, but the benefit The character gains a bonus of +40% to all
of this power is that it can heal multiple Stealth skill rolls when they have this
targets at once and continues to heal for power active on them. This power is
as long as the caster can maintain the usable by the caster on themselves only
power. and not able to be cast on another
character.
All allies of the caster that are within a 15
metre range of the caster are healed 1 hit
point per level of the power.
one additional combat round to the
duration of the Held effect. The character
must determine what the effect will be
when additional levels in the power are
chosen.

For each combat round after the first


combat round that a target is held, the
target can attempt to break free of the
effects of being held. This can be done by
succeeding in a difficult Stamina roll or as
per the Held rules in the Spot Rules
section of this Quickplay Pack.

Illusion
Power-set: Psychic, Sorcery
Hold Archetype: Controller, Dominator
Power-set: Psychic, Super Base Range: Touch
Archetype: Any Duration: Instantaneous
Base Range: 15 metres Power Cost: 10 points
Duration: Instantaneous for 1 Combat Power Point Cost: 1 point
Round
Power Cost: 10 per level This power creates an illusion that to all
Power Point Cost: 3 per level sensory perception appears to be real.
The illusion can only be exposed for what
This power allows the caster to pin an it is if it is touched. When touched, the
opponent preventing them from moving. object will pass through the illusion
The caster must overcome the targets showing that it is nothing more than thin
POW is a resistance roll using their own air. But in all other ways it will appear to
POW. If the caster succeeds, the target is be a physical three dimensional object.
held for one combat round.
There are several sensory aspects to an
The target will be able to defend (parry or illusion. These are motion, smell, sight,
dodge) whilst held but all such attempts taste and sound. It takes 1 power point to
are considered to be Difficult and any create a sensory aspect to an illusion (ie 1
attacks made against the held target will power point to create the vision, a second
be considered to be Easy. The target can to add motion and a third to add sounds
interact with their surrounds and attempt etc).
to pick up any object that is within reach.
They can also use powers, but otherwise An illusion will last for one hour once it
the target is considered to be bound to has been created. For each additional
the spot where the power took hold of power point invested in the spell
them. preparation process, the illusion will last
one additional hour before fading away.
Additional levels in this power allow the
caster to either add an additional 15 For example: an illusion made with two
metres to the range of the power or add sensory aspects will take two combat
rounds to prepare, cost 2 power points to
cast, and last for one hour. If however the
mutagen
caster invests 4 additional power points in Power-set: Mutant
the spell, the illusion will last a total of five Archetype: Mutant Origin characters only
hours, but it will also require an additional Base Range: 30 metres
four combat rounds to prepare the spell. Duration: Instantaneous
Power Cost: 10 points to increase to a
major mutation level
Immobilisation Power Point Cost: 3 points if a minor
Power-set: Psychic, Super mutation, 5 points if a major mutation.
Archetype: Any
Base Range: 15 metres This is a native power to all mutants and
Duration: Instantaneous for 1 Combat automatically granted, free of cost, to all
Round mutant characters during the character
Power Cost: 10 per level generation process.
Power Point Cost: 5 per level
These capsules of genetic Mutagen can be
This power allows the caster to made by the mutant character (so in
completely immobilise an opponent. The effect, the character has a limitless
caster must overcome the targets POW is supply). These capsules can be thrown at
a resistance roll using their own POW. If very short range, where they explode on
the caster succeeds, the target is impact. They deal only minor toxic
immobilised for one combat round. damage but the mutagen's secondary
effect will be to temporarily lower the
The target will be unable to undertake any damage the affected target deals out.
actions (refer to Spot Rules on
Immobilisation in this Quickplay Pack). All Mutagen is a ranged attack that uses the
attacks made against an immobilised characters Throw skill as its attack
target are considered to be Easy. chance. It does 1D8 damage, if it is a
minor mutation and 2D8 if the Mutagen
Additional levels in this power allow the power is a major mutation.
caster to either add an additional 15
metres to the range of the power or add Mutagen also lowers the targets melee
one additional combat round to the damage by -2 points if it is a minor
duration of the Immobilisation effect. The mutation or by -4 points for a major
character must determine what the effect mutation. It does not affect ranged
will be when additional levels in the weapon or power damage however. This
power are chosen. effect lasts for one combat round.

For each combat round after the first


combat round that a target is
Resurrect
immobilised, the target can attempt to Power-set: Super
break free of the effects of being Archetype: Defender specific
immobilised. This can be done by Base Range: 15 metres
succeeding in a difficult Stamina roll as per Duration: Instantaneous
the Immobilisation rules in the Spot Rules Power Cost: 10 per level
section of this Quickplay Pack. Power Point Cost: 5 per level
This power acts just like the Resurrection Power Cost: 10 points to change Minion
Inspirations with each level adding in henchman type
intensity. Power Point Cost: 10 points

Refer to the Inspirations section of this Only Masterminds may possess this
Quickplay Pack for the effects of this power. Masterminds receive this power,
power. One level in this power will free of cost, during the character creation
produce the same effect as the Awaken process.
inspiration, two levels will produce the
same effect as the Bounce Back This power summons the Masterminds
inspiration and three levels will produce henchmen minions to their side. Three
the same effects as the Restoration minions come running to the
inspiration. Characters can only purchase Masterminds aid. The type of minions
a maximum of three levels in this power. must be chosen by the Mastermind at the
time the power is chosen. The types of
minions available to the Mastermind are:
Sleep + Robotics: use the Robot (killer)
Power-set: Psychic, Super
statistics on p.355 of the BRP
Archetype: Any
rulebook to create henchmen of
Base Range: 15 metres
this type.
Duration: Instantaneous
Power Cost: 10 per level + Necromancy: use the Ghoul and
Power Point Cost: 1 per level Skeleton statistics on p.339 &
p.342 of the BRP rulebook to
This power causes a single target to fall create henchmen of this type. The
into a deep sleep. The duration of the Mastermind is free to choose the
sleep is the same as the level of the power makeup of their henchman as they
in minutes. see fit (ie all skeletons or all ghouls
or a mixture of both).
The targets POW must be overcome on + Ninjas: use the statistics for the
the Resistance Table by the casters POW. Ninja listed on p.359 of the BRP
Each level in the power grants the caster rulebook to create henchmen of
an extra +05% chance to succeed in the this type. Masterminds can either
Resistance Table roll. use the characteristics identified
there or role the characteristics
If the target is disturbed whilst asleep, using human statistics for the
through being touched, sounds or being henchman characteristics.
attacked, the target will awake + Mercenaries: use the statistics for
immediately. the Soldier listed on p.361 of the
BRP rulebook to create henchmen
Summon of this type. Masterminds can
either use the characteristics
Henchmen identified there or role the
Power-set: Super characteristics using human
Archetype: Masterminds only statistics for the henchman
Base Range: Self characteristics.
Duration: Instantaneous
+ and Thugs: use the statistics for Masterminds should use the Minions
the Thug listed on p.363 of the BRP character sheet in the BRP rulebook to
rulebook to create henchmen of keep track of their minions. Minions
this type. Masterminds can either advance just as normal characters do.
use the characteristics identified Should a minion die, the Mastermind can
there or role the characteristics create another minion to replace the
using human statistics for the fallen minion when the Mastermind is
henchman characteristics. between scenarios. A replacement minion
will start at the basic skills listed in the
A Mastermind can only change the type of BRP rulebook for the type of henchman
henchmen they can summon buy and must advance normally as any
expending the required Power Budget character would.
Points as though they were purchasing
this power again (ie 10 points).

Summary Table of all Powers

Power Power Archetype Base Duration POW Power Brief


Name Set Range Cost Point Description
Cost
INSPIRATIONS
slots at Security Level
evel 40. A character can
Inspirations never have more inspirations than they
Heroes often have to draw from their have slots available to hold them. The
inner reserves. Indeed, its the defining progression is below:
factor of a hero to be able to endure and
keep on going when everyone else has
Security Level Inspiration Slots
given up. In game terms, this inner
Available
reserve is called Inspiration. The use of
1 3
inspirations is outlined below.
2 4
3 8
Inspirations are single-use
use temporary
10 10
boosts. Heroes can opt to use an
25 15
inspiration they have acquired or
40 20
purchased at any time during the game.
Once used though, the inspiration is gone.
A character must purchase or acquire the Below is the list of each of the inspirations
inspiration again before
fore they can use it in belonging to the ten sets of Inspiration
future. types. Most Inspiration types have three
levels of magnitude however there are
A character can stack their inspirations three unique inspirations that are types all
by using any number, or even all, of the unto themselves.
inspirations they possess at once, if they
so desire. There are several different Accuracy Inspirations
inspiration types (andd three different
levels of each type) that provide various Insight
ability increases.
Adds +7% to Attack and Perception
Inspirations are acquired by characters related skills for one Turn (ie 5 Combat
through several methods: Rounds). Cost = 1 Hero Point to purchase.
bought by expending Influence /
infamy points prior to any mission;
or
acquired through defeating a high
Keen Insight
threat level villain; and Adds +19% to Attack and Perception
given as a reward by the related skills for one Turn (ie 5 Combat
gamemaster at the end of a
successful mission. Rounds). Cost = 2 Hero Points to purchase.

A character starts with three inspiration


slots at Security Level 1,, and gradually
increases to a maximum of 20 inspiration
2.31. Rounding this fraction up, HARM
Uncanny Insight gets 3 additional damage points to his fist
attack that Combat Round.
Adds +37% to Attack and Perception
related skills for one Turn (ie 5 Combat
Defence Inspirations
Rounds). Cost = 3 Influence / infamy
points to purchase. Luck
Increases your Dodge skill by 12% for one
Damage Inspirations
Turn (ie 5 Combat Rounds). Cost = 1 Hero
Enrage: Point to purchase.

Increases all your damage by 1/4 (round


all fractions up) for one Turn (ie 5 Combat
Good Luck
Rounds). Cost = 1 Hero Point to purchase.
purchase
Increases your Dodge skill by 25% for one
Focused Rage Turn (ie 5 Combat Rounds). Cost = 2
Increases all your damage by 1/3 (round Influence / infamy points to purchase.
all fractions up) for one Turn (ie 5 Combat
Rounds). Cost = 2 Influence / infamy
points to purchase. Phenomenal Luck
Increases your Dodge skill by 33% for one
Righteous Rage
Turn (ie 5 Combat Rounds). Cost = 3
Increases all your damage by 1/2 (round Influence / infamy points to purchase.
all fractions up)
p) for one Turn (ie 5 Combat
Rounds). Cost = 3 Influence / infamy Endurance
points to purchase. Inspirations

Catch a Breath
NOTE FOR THE GM:
When determining the increased damage Recovers 25pts of your Endurance
E or
from this inspiration, roll the number of Power Points instantly. Cost = 1 Hero
dice for the weapon or power doing the
Point to purchase.
damage, total the result and then add the
bonus as a proportion of the total
damage.
For example: HARM punches an opponent Take a Breather
with his fist, doing 1D3 damage plus his
normal damage bonus of 1D6. Both dice Recovers 33pts of your Endurance or
are rolled and the result is 7 points of Power Points instantly. Cost = 2 Influence
damage. HARM however is currently
/ infamy points to purchase.
inspired by Focused Rage.. This gives him a
1/3 (ie 33%) damage bonus. 33% of 7 is
Resist Damage
Second Wind
Inspirations
Recovers 50pts of your Endurance or
Power Points instantly. Cost = 3 Influence Sturdy
/ infamy points to purchase. Increases all your damage resistance by
providing 2 points of natural armour and
Healing Inspirations +10% on all Resistance Rolls for one Turn
(ie 5 Combat Rounds). It also protects you
Respite from enemy Teleportation.
Teleportation Cost = 1 Hero
Recovers 1/4 (+25%) of your total hit Point to purchase.
points instantly. Cost = 1 Hero Point to
purchase.
Rugged
Increases all your damage resistance by
Dramatic Improvement providing 5 points of natural armour and
Recovers 1/3 (+33%) of your total hit +15% on all Resistance Rolls for one Turn
points instantly. Cost = 2 Influence / (ie 5 Combat Rounds).. It also protects you
infamy points to purchase. from enemy Teleportation.
Teleportation Cost = 2
Influence / infamy points to purchase.

Resurgence
Robust
Recovers 1/2 (+50%) of your total hit
points instantly. Cost = 3 Influence / Increases all your damage resistance by
infamy points to purchase. providing 10 points of natural armour and
+20% on all Resistance Rolls for one Turn
NOTE FOR THE GM: (ie 5 Combat Rounds).. It also protects you
If the optional Hit Points per Location rule from enemy Teleportation.
Teleportation Cost = 2
is being used. The hit points recovered are Influence / infamy points to purchase.
divided as equally as possible amongst the
various damaged hit locations as well as
being added to the characters total hit Resist Effects
points. Inspirations

Break Free
Frees you from many Sleep,
leep, Hold,
Immobilisation,
tion, Disorient, Fear, and
Confuse effects and gives you immunity to
these effects for 2 Combat Rounds.
Rounds This
inspiration can be used even while under however, be disoriented for one Combat
such effects. Round, have no Endurance, and unable to
recover Endurance for one Combat
Round.
Emerge
Frees you from many Sleep, Hold,
Immobilisation,
ation, Disorient, Fear, and Restoration
Confuse effects and gives you immunity to If you are unconscious,
us, you can wake up
these effects for 3 Combat Rounds. This with 3/4 of your hit points. You will,
inspiration can be used even while under however, be disoriented for one Combat
such effects. Round, have no Endurance, and unable to
recover Endurance for one Combat
Round.
Escape:

Frees you from many Sleep, Hold,


Special Inspirations
Immobilisation,
ation, Disorient, Fear, and
Essence of the Earth
Confuse effects and gives you immunity to
these effects for 1 Turn (5 Combat By consuming the Essence of the Earth,
Rounds). This inspiration can be used even you will gain partial immunity to the
while under such effects. unique properties of the Hamidon's
Electrolytic attacks. It lasts for one Turn (5
Combat Rounds).
Resurrection
Inspirations Essence of the Earth is dropped by
Devouring Earth Monsters.
Monsters
Awaken
If you are unconscious,, you can wake up
with 1/4 of your hit points. You will, Strength of Will
however, be disoriented for one Combat Temporarily provides immunity to
Round, have no Endurance,
ndurance, and unable to Immobilisation, Sleep, Disorient
D and Hold
recover Endurance for two Combat powers for 5 minutes (25 Combat
Rounds. Rounds).. Must be used before you are
subject to Sleep, Hold, Disorient,
D or
Immobilisation.
Bounce Back
If you are unconscious, you can wake up
with 1/2 of your hit points. You will,