FINAL VERSION
A not-for-profit not-for-profit community community based based game game conversion conversion of CITY CITY OF HEROES HEROES for use with the Chaosium Chaosium BASIC ROLEPLAYING (BRP) system
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Roleplaying Quickplay Pack. With the Welcome to the City o Heroes Basic Roleplaying Quickplay information provided here, you can play this super-hero game se in Paragon playing rules. Find out more about the ity of Heroes City using the Basic Rol playing rules. at: http://cityofheroes.wikia.com/wiki/Main_Page. This Quickplay Pack rovides a set of rules to allow for the rol playing of Heroes and Villains in the City of Heroes universe. A set of Chao ium’s Basic Role Playing (BRP) rule is required to play the supplement. The information provided here complime ts that rule set and provides additional ptional rules for use with BRP. NOTE: All information pro ided here comes from freely available material n the internet.
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C HARACTER HARACTER C REATION REATION This Quickplay pack has been designed to bring the City of Heroes (CoH) and City of Villains (CoV) universe, set in Paragon City, into Chaosium’s Basic Roleplaying system. The game world of CoH’s and CoV’s allows for “super-heroes” of all makes and varieties, from psychics to technologyheads, from magic users to mutants, and from normal men and woman who do extraordinary things to true caped crusader super-heroes. Here heroes and villains can be found who employ “superpowers” derived from magic, mutations, psychic abilities, sorcery, and true superpowers. The people of Paragon City affectionately, and sometimes degradingly, refer to heroes as “capes”, a term that comes from the many varied and colourful costumes that heroes wear in order to protect their secret identities. In a hustling, thriving and vibrant city like Paragon City, crime and villainy are everywhere. The Paragon Police Department (PPD) have their hands full keeping law and order in the city and are always on the lookout for a helping hand. On the scout too are Arachnos a master criminal organisation with no scruples. Arachnos lay a web of intrigue and violence and are always recruiting to their ranks villains who show their worth. Lord Recluse, the undisputed leader or Arachnos rewards those who serve him
faithfully. He also shows no mercy to his foes and those who cross or fail him. Leading the fight against Arachnos is The Vanguard. An organisation of heroes set up to protect the citizens of Paragon City from those who would oppress and subjugate her. Welcome heroes and villains alike to Paragon City.
Creating A Hero or Villain Before you can play City of Heroes BRP, you will, of course, need to create a Hero (or Villain if you prefer to play as a villain character).
F F IRST T HINGS HINGS F IRST Go through the normal n ormal character creation steps as outlined in the Basic Roleplaying rulebook, Chapter 2: Characters, starting on p 15. Follow the creation process from Step’s 1 through to 5. Ignore Step 2 for now as this is dealt with in more detail later in the Powers section of this Quickplay pack. When you come to the end of Step 5 stop and come back to this Quickplay pack and follow the steps below before proceeding on with the rest of the steps outline in the BRP rulebook.
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NOTE for the GM: Step 5 in the BRP rulebook lists four optional rules; Skill Bonuses, Hit Points per Location, Fatigue Points and Sanity. All these optional rules can be used in CoH BRP. The gamemaster should feel free to use any, all or none of them. If the Fatigue Points option is being used, just keep in mind that the CoH BRP Quickplay pack calls Fatigue “Endurance”. Endurance and Fatigue are exactly the same thing and Endurance uses the Fatigue optional rules as presented in the BRP Rulebook. The term Endurance is used here instead of Fatigue in order to achieve consistency with the City of Heroes universe.
You may select one of five available origins. Each origin has a primary power set that characters of that Origin can purchase powers from at half the normal cost (round all fractions down). This power-set is called the Origin’s primary power-set.
There are a few additional steps in the creation of a character. These steps are undertaken before the player chooses the powers their character will posses and use in the game. Powers normally are dealt with in Step 2 of the BRP Rulebook, but we will address all that a little later. The additional steps of character creation are outlined below. These steps are: I. Chose your character’s Origin; II. Chose your character’s Archetype; III. Determine if the optional Security/Threat Level rules will be used (detailed below).
In summary, characters can chose the powers from their Origin’s primary power set at half the normal cost listed within the BRP rules. A player may also purchase powers from the secondary power-sets however, purchasing a power from a secondary power-set costs the normal value listed within the BRP rules.
O RIGIN Your origin is the source of your powers. Were you born with them, or did you study for long months and years to perfect them? Or perhaps you acquired them after some encounter with mysterious forces? A characters origin will determine which Basic Role Playing power-set (ie Magic, Mutation, Psychic, Sorcery or Superpowers) the player will receive a purchasing discount on for use by their character.
A Character’s Origin does not prevent them from purchasing powers from any of the other power-sets. But they pay the normal cost listed for the power in those other power-sets. These other nonprimary power-sets are called the Origin’s secondary power sets.
The reduced cost for buying primary powers applies to both the initial cost of purchase of the power and also the purchasing of additional levels in that power. However, the cost to use the power (either in Power Points or Endurance Points) remains as is listed for the power in the BRP rulebook. There is not discount when using a power belonging to a primary power-set. The five Origins available to heroes and villains are:
Perhaps your parents were exposed to strange radiations, or maybe it’s just the next leap forward in evolution, but your
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powers were encoded into your genes before you were born.
raised by expending points from their Power Budget Points.
A mutant’s primary set of powers is either Mutant powers or Psychic powers. The player must choose which this will be during the character creation process.
Characters with a Science origin also start out with a Tranquiliser Dart (Tranq Dart for short) free of cost.
All mutants, however, receive the Mutagen power for free during the character creation process. This mutation is considered a minor mutation and can be raised by expending points from their Power Budget Points. “Being a mutant has opened the doors to many opportunities. You have recently come into possession of these capsules of genetic Mutagen. You can hurl these capsules at your enemies at very short range, where they explode on impact. They deal only minor toxic damage but the mutagen's secondary effect will lower the damage the affected target deals out.” See Mutagen in the Powers section of the Quickplay Pack for more details regarding this power.
Exposure to chemicals, radiation or some other scientific process has left you changed, with new and mysterious abilities far beyond the mass of humanity. A science hero or villains primary set of powers is either Super-powers or Psychicpowers. The player must choose which this will be during the character creation process. Science origin characters receive one power from their chosen primary powerset free during character creation. This power is at Level 1 efficiency and can be
“As a person of scientific origin you have access to many chemicals and agents. This Tranq Dart is the result of experiments you have conducted and can be used at short range to deal minor damage to a target. In addition there is a small chance you can put the target to Sleep with this dart, but they will wake up the next time they are damaged or healed.” Use the statistics for Dart in the Equipment chapter table on p.248, of the BRP rulebook. If the target suffers damage from a dart and then fails a Stamina Roll they will fall asleep. Additional information on Sleep effects can be found in the Spot Rules of this Quickplay Pack.
Unlike Science Origin characters, whose bodies have been permanently changed by exposure to natural forces, Technology Origin character carry unique and advanced devices that allow them to produce superhuman effects. A technology hero or villain’s primary set of powers is the Super-powers or Mutant powers. The player must choose which this will be during the character creation process. However, technology Origin characters have gadgets that can produce the same effects as psychic, magic, sorcery and mutation powers as well as super-powers. As such they can build (or acquire by
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other means) gadgets that produce powers from any of the sets of powers available in the game, but they are more adept at crafting gadgets that reproduce super-power effects. There is a catch however, a Technology Origin character must craft all their gadgets or get them from someone who has already crafted them. In addition, many gadgets that occur in the game cannot be raised in levels of efficiency. To make more powerful versions of the gadget, the techno-head must either make it themselves or buy a more powerful version (ie higher level gadget) of the devise. As such characters of this origin will need to put a lot of skill points in to developing the Craft Gadget skill. This skill is a Mental skill rather than a Manipulation skill due to the knowledge base needed to make such equipment. Being a Mental skill it receives the Mental skills bonus (if the optional Characteristic skill modifiers, see page 31 of the BRP rulebook, is being used). 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 Points, in order to make the gadget more powerful, before the character begins play. Once play begins, however, this gadget cannot be raised any higher in power level. During Step 7 of the character creation process, players will allocate professional skill points to their character’s professional skills. The Craft Gadget skill is considered to be a professional skill for this purpose and no matter what
profession the character’s secret identify does 9 to 5 in order to make a living, the Craft Gadget skill will be added to that profession and receive the benefit of being able to use professional skill points in order to develop this skill. Tech Origin characters should consider putting in at least some points to this skill in order to have a margin of competency with the skill. Characters with a Technology origin also start out with a Taser Dart weapon free of cost. “Being of technological origin, you have access to many little devices, one of which is a Taser Dart of your own design. This attack has a very short range and does no damage to your target. However it has a chance to Hold your opponent if it hits, for one minute (ie five combat rounds).” Use the statistics for Taser Dart in the Equipment chapter table on p.255, of the BRP rulebook. If the target is hit from a dart and then fails a Stamina Roll they will held for one minute (ie five combat rounds). Additional information on Hold effects can be found in the Spot Rules of this Quickplay Pack.
Your origin involves no mysterious forces or secret discoveries; you have simply used your remarkable talents to train yourself to the very pinnacle of human potential. A Natural Origin character does not have any native primary set of powers. Instead they can purchase powers from any of the five power-sets (magic, mutation, psychic,
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sorcery or super) at the normal cost of purchase for the power. Natural origin characters excel at fighting skills or in the intellectual field due to years of disciplined training or study. They receive one power free during character creation. This power can be from any of the five power-sets, they are not restricted in their choice. This power is at Level 1 efficiency and can be raised by expending points from their Power Budget Points. Natural origin characters also receive a +20% bonus to ether their Combat skills category or their Mental skills category, at the players choice. If the optional Skill Category Bonusesare not being used (see page 31 of the BRP rulebook), then the Natural origin character can add +20% to any two Combat or any two Mental skills (or +20% to a Combat and +20% to a Mental skill) of their choice. Characters with a Natural origin start out with Throwing Knives free of cost. “With your natural origin you have to rely on your cunning and skill. You've acquired these throwing knives as part of your personal arsenal. You can throw these knives at a very short range.”
Magical heroes and villains primary set of powers is either the magical or sorcery power-sets. Magic Origin character must choose which of the two sets of “magical” powers will become their primary powerset, magical or sorcery. Magic origin characters receive one magical power from their primary powerset (magical or sorcery) free during character creation. This power is at Level 1 efficiency and can be raised by expending points from their Power Budget Points. Characters with a Magic origin also start out with an Apprentice Charm power free of cost. “Your magical origin has unlocked many secrets, the first of which is the ability to use this simple Apprentice Charm. This cantrip has a very short range, and deals minor energy damage to your target, as well as lowering their resistance to further damage.” See Apprentice Charm in the Powers section of the Quickplay Pack for more details regarding this power.
A RCHETYPE
Use the statistics for Throwing Knives on in the Equipment chapter table on p.253, of the BRP rulebook.
Super-heroes and Villains will tend towards a certain style in the way they fight and use their powers. Some heroes 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 earth” … supernatural forces are abroad in the world, and either through training and discipline, or simple chance, you have become a human nexus for them.
Whatever the play style is for the character, they will generally fit into one of five playing styles called Archetypes for Heroes and Villains. Your characters Archetype is basically your hero or villain’s super-profession. Heroes and many Villains will generally have a normal
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profession that their secret identity does 9 to 5 in order to earn a living. However, the character’s Archetype is, in effect, their hero/villain profession and is in addition to the character’s normal profession.
Skill Category Bonuses are being used, see page 31 of the BRP rulebook). The Blaster must specify which ranged weapon skill receives the +20% bonus during the character creation process.
Each Archetype starts the game with a free bonus/benefit or power that is associated with the archetype. This bonus/benefit/power is in addition to any bonus/benefit/power the character receives due to their Origin.
If Energy Projection was the power chosen by the player due to their character’s 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.
Hero A RCHETYPES 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 arm’s 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 Character Point Budget . Blasters 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 Blaster 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
The Controller specialises in manipulating the actions of foes, causing them to stand immobile in battle, or controlling their movements, or even turning them against their allies. A Controller’s 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
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heading Starting Super Powers: the Character Point Budget . Controllers receive one power free from the Psychic power-set at a 20% chance of success. This power is considered to be, however, at Level 1 efficiency. Additional levels can be purchased for the power by expending points from the character’s Power Budget Points. Each additional level of efficiency in the power adds +05% to the skill success chance for that power. A Controller normally must overcome a targets POW in order to dominate their mind and force them to believe what the Controller wants them to believe. Controllers 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 Controller 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.
The Defender’s powers focus on healing allies, increasing their abilities and decreasing foes’ abilities. The Defender can radically increase the effectiveness of even the smallest super-team. A Defender’s starting power budget for purchasing powers comes from doubling their Power (POW). Page 141 on the BRP rulebook details the power budget under the heading Starting Super Powers: the Character Point Budget . A Defender is unique in the Archetypes in that they have access to a number of powers that are specifically tailored to them. These powers are categorised as “Defender specific” in the description of the power and belong to the super-power power-set. Defenders purchase these powers at the price listed for the power, regardless of the Defender character’s Origin (even if 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.
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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 Skill Category Bonuses 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 Scrapper’s 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 Character Point Budget . Scrappers start the game with either the Defence or Unarmed Combat superpowers (player’s choice) at Level 1 efficiency. If the Scrapper is of the Mutant Origin they may instead chose either the Natural Armour or Natural Weapon mutation 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
The Tanker is the “big man” of the hero world, combining massive defence with a powerful, but not-exceptionally quick offensive punch. A Tankers starting power budget for purchasing powers comes from adding their Constitution (CON) and Power (POW) together. Page 141 on the BRP rulebook details the power budget under the heading Starting Super Powers: the Character Point Budget .
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Tankers start the game with either Super Characteristic CON or Super Characteristic STR (player’s choice) at Level 1 efficiency. If the Tanker 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, Tankers 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 Skill Category Bonusesare being used, see page 31 of the BRP rulebook). The Tanker must specify which melee skill received the +20% bonus during the character creation process.
Villain A RCHETYPES You may select one of five available archetypes for Villain characters.
Brutes live to fight, they revel in hand-tohand combat. Focusing on strong offensive Power-sets to inflict pain and impressive defences to take it, they're the best there is in a straight melee fight. Protracted battles only make Brutes mad, and the madder they get, the more damaging their attacks become. Because Brutes focus on melee attacks, they tend to lack ranged attacks, which could leave them vulnerable to hit-and-run tactics if they don't have allies to cover them. 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 Character Point 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 of Super STR 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
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Combat skill bonus (if the optional Skill Category Bonuses are being used, see page 31 of the BRP rulebook). The Brute must specify which melee skill receives the +30% bonus during the character creation process.
This archetype receives a +20% bonus to their Hide and Stealth skills during character creation. This bonus is in addition to the Combat skill bonus (if the optional Characteristic skill modifiers, see 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 (player’s 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 meleefocused. The Stalker’s starting power budget for purchasing powers comes from adding their Power (POW) and Dexterity (DEX) together. Page 141 on the BRP rulebook details the power budget under the heading Starting Super Powers: the Character Point Budget .
The Mastermind is perhaps the most complex archetype to play, because much of his power originates from the various "pets"—called Henchmen—he can summon to his side, such as the living dead, a band of ninjas, or several mechanised monstrosities. This adds an extra layer of complexity, since you must simultaneously control your character and the minions he commands. This makes the
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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 primary power-set but can purchase powers normally from all of the powersets. 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 henchmen come in five types:
Robotics
Necromancy
Ninjas
Mercenaries
and Thugs
Each type has its own strengths and weaknesses, but what is more important is how these pets are controlled by the player. As you have to control both your character and the henchmen, you need to be aware of your surroundings at all times—a Mastermind without its henchmen is easy prey. A Mastermind’s 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 Character Point Budget . In addition to starting the game with the Summon Henchman power, Masterminds also gain access to the “Defender specific” 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.
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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 Dominator’s 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 Character Point Budget . Dominators receive one power free from the Psychic power-set at a 20% chance of success. This power is considered to be, however, at Level 1 efficiency. Additional levels can be purchased for the power by expending points from the character’s Power Budget Points. Each additional level
The Corruptor is the primary rangedattack class in the villain fold. This means they get to stay at a distance and hurl various energy attacks at their unfortunate prey. Corruptors aren’t the most physically imposing class, getting up
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close to enemies is not the Corruptor’s 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 Character Point 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 Skill Category Bonuses 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 character’s 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.
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Security & Threat level (Option) City of Heroes (and City of Villains) uses an advancement system based on character levels. To advance in level through the game, you must acquire Experience Points by winning fights and completing missions. The option to use Security Levels (or Threat Levels for Villains) for characters is completely up to the gamemaster and players but is provided here as an optional rule as it is part of the mechanics of the CoH/CoV universe. This optional rule is designed to keep in the spirit of the CoH/CoV universe whilst complementing the BRP rule set which does not use character levels. This method is in addition to the BRP rules governing Character Improvement on p182ff of the BRP Rulebook. If you do not use this optional rule, the gamemaster should keep in mind that they will have to provide Power Budget Points and Inspiration slots to characters as they advance. This can be done as special rewards for successfully completing campaigns and bringing the especially bad guys to justice.
Gaining Security or Threat levels Characters accrue Experience Points through defeating enemies and completing missions successfully. Once a character has acquired enough experience points to reach a Security (or Threat) Level, the character automatically gains that level. By increasing in a Security (Threat) Level, your character will gain Influence / infamy points, and new Power Budget Points for purchasing new powers. You may also allocate any unused Power Budget Points to improving powers.
In addition, starting at level 2 through to level 50, characters gain +1 hit point every second level they earn. So a level 50 character will have gained +25 hit points over the time of their progression. This reflects the character increasing in fitness and stamina due to the rigours of their super-hero life. However, it is important to remember that the enemies also gain this advantage and will equally gain additional hit points the higher the level that they also are. This only occurs however, if this optional rule is being used by the gamemaster. These extra hit points are in addition to any increase through Super Characteristics powers. Character skills are improved at the end of a gaming session in the normal way as per BRP Rulebook rules on Character Improvement (see p182ff of the BRP rulebook). A character does not need to increase in a Security (Threat) Level in order to increase in their skills. Skill development can occur outside of security (or threat) level development. As such characters will develop in their skills more quickly than they will in levels. In addition to being able to gain more Power Budget Points to purchase and improve powers, there are other advantages that you gain as your Hero (or Villain) advances. You get additional slots for Inspirations and Influence / infamy points to purchase Inspirations, and the prestige that comes with becoming a famous Super-hero or Arch-villain (like getting your own comic book line made about you). Becoming famous will have advantages and disadvantages. For one, people expect you to solve their problems and Villains (or Heroes) know you by sight. A complete list of benefits gained when you train for each successive level follows in the following table.
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SECURITY / TREAT level ADVANCEMENT Table Security/ Threat Level
Experience Points required
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38
0 100 440 1,025 1,825 3,060 4,640 6,590 9,270 12,390 15,990 20,990 27,390 34,790 43,885 55,070 68,070 84,000 103,220 126,620 154,620 190,620 235,620 291,620 360,920 446,120 554,120 689,120 855,770 1,059,170 1,313,170 1,627,770 2,014,170 2,484,770 3,055,970 3,757,470 4,612,170 5,648,770
Hit Point Bonus
+1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1
New Inspiration Slots
Additional Power Budget Points
3 1 4 2 5 -
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
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39 40 41 42 43 44 45 46 47 48 49 50
6,898,970 8,401,520 10,094,420 12,001,970 14,152,520 16,574,420 19,304,120 22,382,120 25,852,970 29,765,270 34,175,720 39,000,000
+1 +1 +1 +1 +1 +1
5 -
3 3 3 3 3 3 3 3 3 3 3 3
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Greater Starting Power Budgets The Power Budget Points allocated to players for their characters during the character creation process have been deliberately set low. This is to allow for character development during gameplay, encouraging the characters powers to grow as the character does. If gamemasters and players feel that the character starting Power Budget Points are too small, they can be increased using the following guidelines:
+ Normal game: multiply the characters starting Power Budget Points by x2.
+ Epic game: multiply the characters starting Power Budget Points by x4.
+ Superhuman game: multiply the characters starting Power Budget Points by x5. Now return back to the BRP Rulebook and complete the character creation process. After you have done this, you can refer back here for more powers, rules on enhancements, salvage, and a list of villains. Additional supplements (when I get around to doing them) will provide an introductory adventure, a tour of Paragon City, and additional bad guys to encounter.
+ Heroic game: multiply the characters starting Power Budget Points by x3.
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Spot Rules This section deals with additional spot rules that are relevant to the CoH / CoV universe. These spot rules are contextual to this universe and should complement the BRP rulebook. If there is any confusion or ambiguity between these spot rules and the BRP rulebook, the BRP rulebook takes precedence over these spot rules.
Capturing Criminals (0ption) Characters are free to use their powers to the fullest extent possible within the game. However, heroes tend more towards subduing and capturing criminals that to actually killing them. As such, gamemaster’s are free to use the liberty that once an enemy of a heroic character has been reduced to below zero hit points, they can be regarded as unconscious rather than dead. This optional rule keeps within the spirit of fighting for truth, justice and freedom whilst giving the gamemaster as few headaches as possible when it comes to just who survived the brawl that just took place between the good guys and the bad guys and who will be able to be interrogated by the characters later on. Characters are free to choose whether they wish to just smash the bad guys into the dust anyway. Gamemaster’s are free to “switch” this rule on and off as needed by them. Villain’s can also choose to use this optional rule as it suits them. In order to save confusion, gamemaster’s should always be consulted first by the characters before they can use this rule.
Craft Gadget Skill (new skill) This is a new Mental skill that is used by characters allowing them to craft their own gadgets that provide the character with powers. Without this skill a character of the Technology Origin would be unable to develop the gadgets that give them their powers. For Technology Origin characters, it is considered as a professional skill for the allocation of skill points, regardless of the characters actual profession. This is a Mental skill due to the technical complexity of the item the character is building. It receives the Mental skill bonus (if the optional Skill Category Bonuses are being used, see page 31 of the BRP rulebook). All characters regardless of their Origin can learn this skill, though only Technology characters can consider this to be a professional skill. The rules governing the building of gadgets are covered in the Inventions, Enhancements and Salvage chapter of this book.
Craft Enhancement This is a new Mental skill that is used by all characters within the game. Characters use this skill to craft enhancements that can be added to their powers, giving those powers an added boost.
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In order for a character to craft an enhancement they must first have an enhancement recipe, a workbench and the pieces of salvage required to make up the enhancement. If the character succeeds in their Craft Enhancement skill roll, the enhancement is created. This is covered in more detail in the chapter on Inventions, Enhancements and Salvage in this Quickplay Pack.
Experience Points (option) This optional rule is used in conjunction with the optional Security/Threat Levels rule for characters. Whenever a character defeats and enemy or successfully completes a mission, Experience points will be awarded to the character. When the character gains enough experience points to equal the number of experience points required to be awarded a Security/Threat level, the character advances to that next level. Experience points for the defeat of an enemy are listed within the Villains & Vigilantes section. Cross reference the experience of the enemy (ie minion, lieutenant or boss) with their level to determine the number of experience points awarded to the characters. Experience gained from completing missions will be determined independently by the gamemaster.
Influence / Infamy Points Influence and Infamy points define your characters reputation with the NPC characters they interact with. These points can be used to gain information from informants, purchase inspirations, purchase salvage and recipes for making enhancements to your character powers, and can get you that bit of equipment that you’re just dying to have but the Requisition Officer just won’t give you. It’s
basically a representation of how the NPC world see’s your character and how your character can influence NPC’s to give you want you want. Influence/Infamy points work like a currency system for purchasing things not available at the average run of the mill retail stores in Paragon City. Influence/Infamy points, like the optional Experience points, are earned through defeating enemies and completing missions successfully. Hero characters are awarded Influence points and Villains gain Infamy points. The amount of Influence/Infamy received on successfully defeating an enemy is identified in the Villains & Vigilantes section. The amount gained will vary based on whether the enemy defeated is a minion, lieutenant, or boss. The amount of Influence/Infamy gained by successfully completing a mission will vary depending on the complexity of the mission itself. Gamemaster’s may also award Influence/Infamy points to characters who role play their characters well. The relevant sections dealing with inspirations, gear, enhancements and salvage identify the amount of influence/infamy it costs to “purchase” those items.
Mutant Powers additional rules for use in the C o H & C o V universe. Mutant powers are defined on page 102 of the BRP rulebook. In general, all mutant powers come in two varieties: minor and major. Mutant powers are always available to the mutant and cost nothing to use, ie they are always active.
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In the CoH/CoV universes a few additional simple rules are required in order to integrate this fully with the other powersets that exist in the game. The following additional rules apply regarding mutant powers:
+ Mutant powers come in two levels only: Minor and Major.
+ To purchase a mutant power, they character must expend the required POW cost (listed in the Summary Table of All Powers located in the Powers section of this document) out of their Power Budget Points. When a mutation is purchase, it will always be regarded as a Minor mutation.
+ To purchase a Major mutation, the character must pay twice the POW cost (listed in the Summary Table of All Powers located in the Powers section of this document) out of their Power Budget Points. As noted in the BRP rulebook, two minor mutations equal one major mutation.
Psychic Powers additional & rules for use in the C oH universe. C oV Psychic powers are defined on page 110 of the BRP rulebook. In general, all psychic powers are skill based and require Power Points to operate. In addition, most psychic powers will have to overcome a targets POW, INT or SIZ. Being skill based, all psychic skills can improve just like any other skill, ie through experience, research and training. In the CoH/CoV universes a few additional simple rules are required in order to integrate this fully with the other powersets that exist in the game. The following additional rules apply regarding psychic powers:
+ Psychic powers are purchased by expending Power Budget Points just like the other power-sets in the game. The cost of purchase is listed in the Summary Table of All Powers located in the Powers section of this document.
+ In addition to increasing a character’s skill in a psychic power through experience, research and training, additional Levels in the power can be purchased (refer to the Power Cost column of the Summary Table of All Powers table). Each level provides an additional 05% in the chance of success for that skill.
+ Depending on the psychic power, additional levels may also bring an increased or enhanced effectiveness of that power. Refer to the descriptions of each psychic power.
Pulling Punches This rule is meant to complement the “Pulling Blows” spot rule in the BRP rulebook, not replace it. Characters can opt to use their powers at a lower intensity than they are capable of normally using. This is called “pulling punches”. To do so the player declares to the gamemaster that for that Combat Round (or however many Combat Rounds) they wish their character to use their powers at a lower level than they normally can. The player must state, which powers, and at what levels, they will be using those powers. When the power is used, it behaves as though it was at the lower level declared by the player prior to the commencement of that combat round. Any enhancements allocated to the powers that are “being pulled” are not
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lowered in intensity however. They behave as they would were the power operating at full efficiency. Characters may opt to use this method when their power points or fatigue points are running low or when they wish to capture a suspect rather than beat the living daylights out of him. Pulling punches is not considered to be a Power Modification but a player’s choice. As such it can never be used to provide a character with additional Power Budget Points for the purchase of additional powers.
Recharge Rate – Taking a Breather (option) Heroes and Villain’s use their powers extensively during game play. They will exhaust their limit of Power and Endurance Points very quickly during situations that call for frequent use of powers. In the CoH and CoV universe, characters have the advantage of taking a breather. This allows the character to regain power and endurance and therefore be ready for the next fight. This also allows for more frequent combat situations and therefore a more action packed game play. If the gamemaster wishes to have this more frenetic type of feel to their campaign, the following rule is provided to enable characters to use their powers far more frequently. The Recharge Rate of a character is their ability to recharge Power and Endurance Points by taking a breathing spell from physical exertion and the use of powers. The Recharge Rate is obtained by dividing the characters Power Points and Endurance Points by ten (round all factions up). The character will always
have a minimum of 1 point by this calculation method. Whenever the character is not using any physical or mental exertion, ie not using their powers and not in combat, the character regains Power Points and Endurance Points at their Recharge Rate per combat round. There is a place to note this on the character sheet. Example 1: Stormbolt has a total of 30 Power Points. His recharge rate is 3 power points per combat round when taking a breather. Example 2: HARM uses the power modification that alters his powers to rely on Endurance rather than Power Points. His recharge rate is therefore based on his Endurance rather than Power points. His recharge rate is therefore one tenth of his Endurance. HARM currently has 40 Endurance Points so his recharge rate is 4 Endurance Points. Remember to round all fractions up and that characters will always have a minimum Recharge Rate of 1 Power Point and 1 Endurance Point per combat round.
Special rules governing: Immobilisation, Sleep, Disorientation, hold, Fear and Confusion Certain powers can affect targets by causing sleep, fear, disorientation, confusion, being held fast or immobilised. The powers that produce these effects and how these effects are applied to a target are described in the Powers section. From time to time, however, environmental factors will also cause these effects. For example; a sleeping toxin in a poison dart hits a player
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character or an explosion near by a character causes them to be disoriented. When a character or NPC has been affected by such an environmental factor, gamemaster’s should refer to the points below to determine what the effects are on the target. Immobilisation: if a character is immobilised, they are unable to undertake any actions and are restricted to mental actions only. They can think, look around (but not turn their head to the side), breath but cannot speak or otherwise interact with their environment.
They may use psychic abilities providing these powers do not require the use of any bodily movement (such as gesturing with the hands). They may not use magic if the magic requires that words be spoken or gestures be made. They are otherwise paralysed until the effects of the immobilisation wear off or they are freed from the immobilisation by the use of one of the Resist Effects Inspirations. Characters can use any Resist Effects Inspiration that they have acquired in order to break free of the immobilisation. Should they use such an inspiration, it takes one Combat Round to take effect. The character is considered to have been freed from the effects of immobilisation on the first DEX (Strike) Rank of the next Combat Round. Sleep: a character who is under the effects of sleep is considered to be in a deep sleep state and will not awaken unless touched, attacked or brought out of the sleep state by a loud noise or are freed from their sleep by the use of one of the Resist Effects Inspirations.
If a character is asleep and another character attempts to awaken them through shaking the person or making loud noises etc, the character asleep must succeed in a Stamina roll in order to wake up. Otherwise they will continue to sleep. This action is considered to be Difficult , ie the chance of success is equal to half their Stamina rolls normal chance of success. Characters can use any Resist Effects Inspiration that they have acquired in order to break free of their sleep. Should they use such an inspiration, it takes one Combat Round to take effect. The character is considered to have been freed from the effects of sleep on the first DEX (Strike) Rank of the next Combat Round. Disorientation: a character becomes disoriented if they fail a Stamina roll. The Stamina roll is considered to be a Difficult task, ie the chance of success is equal to half their Stamina rolls normal chance of success.
Disorientation lasts for one Combat Round and the disoriented character cannot undertake any actions that round other than stagger or lie around totally dazed. The character regains their senses at the end of the combat round and can act normally at the beginning of the next combat round. Should a character fumble the Stamina roll, the character will suffer the effects of being disoriented for one full minute (5 combat rounds). Characters can use any Resist Effects Inspiration that they have acquired in order to break free of their disorientation. Should they use such an inspiration, it takes one Combat Round to take effect. The character is considered to have been
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freed from the effects of being disoriented on the first DEX (Strike) Rank of the next Combat Round. Hold: a character that is “held” is pinned to the spot and cannot move away from that location for the duration of being held. They can undertake any actions other than movement, ie speak, look around, fight where they stand, use powers. But they are otherwise restricted to the spot until either released for being held, or the cause of being held wears off.
Characters can use any Resist Effects Inspiration that they have acquired in order to break free of being held. Should they use such an inspiration, it takes one Combat Round to take effect. The character is considered to have been freed from the effects of being held on the first DEX (Strike) Rank of the next Combat Round. Fear: when a character is under the effects of being afraid, they will avoid all combat and attempt to flee the source of their fear. They may take defensive actions, ie parry and dodge, but otherwise will take all reasonable, and many extreme, steps to vacate the area.
When resisting the effects of fear, a character must succeed in an Idea roll. The Idea roll is considered to be a Difficult task, ie the chance of success is equal to half their Idea rolls normal chance of success.
order to break free of their fear. Should they use such an inspiration, it takes one Combat Round to take effect. The character is considered to have been freed from the effects of being afraid on the first DEX (Strike) Rank of the next Combat Round. Confusion: causes a character to become indecisive and stumble around not sure of who they are, what they are doing there and who their enemies are. They will resist the urge to fight, instead doing anything to avoid combat and to get out of any combat situation. They can defend themselves with parries or dodging but otherwise will avoid all conflict and complex actions for the duration of their confusion.
Being unsure of who they are will also result in them being unable to effectively communicate with others and unable to use any of their powers for the duration of their confusion. Characters can use any Resist Effects Inspiration that they have acquired in order to break free of their confusion. Should they use such an inspiration, it takes one Combat Round to take effect. The character is considered to have been freed from the effects of their confusion on the first DEX (Strike) Rank of the next Combat Round.
Characters can use any Resist Effects Inspiration that they have acquired in
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P OWERS P OWERS Characters purchase their powers as per the rules outlined under each power-set in Chapter 4: Powers of the BRP rulebook. The cost of each power is identified in the relevant power section of that chapter. Just keep in mind that depending upon the Origin of your character, the cost of acquiring secondary powers will be more expensive than the cost of purchasing the characters’ primary power. The rules governing the use of each type of power-set are detailed in Chapter 4: Powers of the BRP rulebook, as are the list of powers available to the character and how the character gains new powers. In general however, this Quickplay pack assumes that powers are purchased by expending Power Budget Points. Depending on the power-set however, this isn’t always the case. If gamemaster’s wish to simplify how characters gain new powers by using just one method, then used the super-power rules for acquiring new powers. Gamemaster’s will need to put some thought into how characters acquire magic, mutant, psychic and sorcery powers as these power-sets all have slightly different, but complementary, ways in which characters gain their new powers. As City of Heroes is a Super-powered game, additional powers have been included below. The powers are listed alphabetically however they do not all belong to the same power-set (ie they aren’t all super-powers). The power-sets
for each power are identified under the name of the power. However if a power belongs to more than one power-set (for example there are similar Illusion powers in both the sorcery and psychic power-sets) then the description of the power identifies what power-sets it belongs to. Characters whose Origin uses the identified powerset as their primary power-set, can obviously purchase that power at normal cost, even if the description of the power identifies it belonging to more than one power-set. Each power described in this section is described in the following manner:
+ Name: the name of the power. + Power-set: the power-set(s) that the power belongs to.
+ Archetype: if the power is designed for a particular Archetype, it will be listed here. All other Archetypes can purchase this power as well but at double to cost listed here for the power.
+ Base Range: “Self” indicates a power that is internal to your character, “Touch” indicates close range, and “15 metres” is a default range. Many ranged powers can have their ranges increased through additional levels.
+ Duration: “Instantaneous” powers work immediately on the DEX (or Strike) Rank they are utilised. Other powers work for 1 Combat Round or longer. When used, these powers exist from the moment they are utilised until the end of the combat
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round. “Always On” means that the power is always present unless you would like to deactivate it. These powers will automatically return whenever willed, or when your character sleeps and awakens.
+ Power Cost: this is the amount the power costs per level in Power Budget Points to purchase. The power cost listed is for primary powers. Double the cost if the power belongs to a secondary power-set for your character.
+ Power Point Cost: this is how many power points (or Endurance if the character has chosen to take that power modified by the applicable Power Modifier Benefit , see p.143 of the BRP Rulebook) the power costs to activate and/or keep active. Cost listed is for one level in the power only and will rise with additional levels taken in that power. Cost is the same regardless of whether the power is a primary or secondary power-set for your character.
+ Description: a description of the power and what its effects in the game world are.
Adrenaline boost Power-set: Super Archetype: Defender specific Base Range: 15 metres Duration: 1 Combat Round Power Cost: 10 Power Point Cost: 3 power points for each target This power empowers another Hero with virtually unlimited Power and Endurance for a single Combat Round. During this combat round the hero affected by Adrenaline Boost expends no power
points or endurance points, regardless of the number of powers they use. This power can be used on multiple heroes at once, as long as the caster has enough DEX (Strike) Ranks to cast the power. If the caster is attacked whilst casting this power, they will need to succeed in an Idea Roll or be distracted and the power will not take effect. No power points are lost if this occurs.
Analyse Power-set: Psychic Archetype: all Base Range: Touch Duration: Instantaneous Power Cost: 5 point per level Power Point Cost: 3 power points to analyse one substance. Analyse gives your character a 05% basic chance to succeed in the ability to scientifically analyse a substance just by touching or being within 1 meter of the substance. Once this power is purchased, the chance for success starts at 05% and rises like any normal skill through successful use. See Powers and Success Levels on p.146 in the BRP Rulebook for the description of the skill success or failure by using this power. Power Points are expended based on if the skill roll for this power is a success or failure. Additional levels add an extra 05% to the skill chance (even though the skill can be increased independently, like any other normal skill) and an extra 1 metre to the range of analysis. The property to be analysed must be specific and only one gram of the
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substance is required per property in order to be analysed. Each separate property to be analysed requires a separate skill roll and the appropriate power point expenditure.
Animate Power-set: Sorcery, Psychic Archetype: all Base Range: Touch Duration: 1 Hour Power Cost: 1 per Level Power Point Cost: 1 power point per 3 points of SIZ of the object animated. The ability to animate an otherwise inanimate object. The animated object will retain its basic shape but will be able to bend to accomplish simple tasks such as move, attack, or grab. Each level in this power animates 1 SIZ point extra of an inanimate object, increases its range by 1 metre, and adds 1 hour to the duration of the power. The object can only be ordered to do things its basic shape would allow. The entire SIZ of the object must be controlled, or it will not animate at all. The user must concentrate entirely on commanding the object during the DEX (Strike) Rank in which he gives the object its initial “orders”, and during any DEX (Strike) Rank that a new set of “orders” are given. Otherwise they need only expend the Power Points needed to animate the object. If concentration is broken through taking damage, the process of “ordering” the object is delayed to the same DEX (Strike) Rank on the next Combat Round. The Animator is considered to lose any other action during the combat round that they took damage and can do nothing else but
attempt to maintain concentration on animating the object. The animator may animate more than one object at once but may give commands to only one object per DEX (Strike) Rank. No more objects may be animated than the animator has levels in the Animate power. The animator must have enough levels in Animate to control the SIZ of the object but does not need enough levels in Animate to cover the total SIZ of all objects to be animated as each object is animated separately, one at a time. Sorcerers use this power particularly to animate the bones and bodies of the dead. To a sorcerer this power is also sometimes called Necromancy . Unless otherwise provided in a creature or object description in the BRP rulebook, assume the objects STR, CON and hit points will all be identical to its SIZ. Its DEX and chance of success with skills will be identical to that of its animators DEX and skills. It will have no INT, POW or APP and cannot be affected by powers which must overcome POW or INT to work. The object will retain its normal resistance to damage.
Apprentice charm Power-set: Magic, Sorcery Archetype: Any Base Range: 30 metres Duration: Instantaneous Power Cost: N/A Power Point Cost: 2 points This power is available to Magic origin characters only. They receive an Apprentice Charm free of charge during character generation.
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This cantrip has a very short range, and deals only minor energy damage to the target, however it will also lower the targets armour for a short time making them less resistant to further damage. The spell is designed to speed up random molecular motion within the targets body. The caster must overcome the targets POW with their own POW on the Resistance Table. If the caster succeeds, the target receives 1D3 points of damage. If the optional Hit Point Location rules are being used, the damage is done to a random body location. This damage is not absorbed by the targets armour (including natural armour) but scored directly against hit points. In addition, the energy effect of the spell will temporarily affect any armour worn or possessed by the target. For one full turn the targets armour will be reduced by 2 points. If the optional Hit Point Locations rule is being used, the armour that protects the location where the target suffered damage from the spell will be the armour that is reduced temporarily by 2 points.
Ball energy Power-set: Super Archetype: all Base Range: 15 metres Duration: Instantaneous Power Cost: 10 per level Power Point Cost: 1 per level Ball Energy allows your character to shoot a ball of concentrated energy of some type (see “Types of Energy” on page 150 of the BRP rulebook). The ball explodes on contact dealing damage in a 1 metre area and also drains Endurance from each target it hits. Each type of Ball Energy is a separate power and must be purchased separately: chose which one your
character uses when the super power is purchased. You should specify which type of energy it is on your character sheet, and name it accordingly. Ball Energy powers include: Snow Ball (Cold energy), • Dark Ball (Darkness energy), • Ball Lightning (Electrical energy), • Singularity (Gravity energy), • Fire Ball (Heat energy), • Quake (Kinetic energy), • Light Ball (Light energy), • Magnetise (Magnetic energy), • Nuclear Core (Radiation energy), • Thunder Clap (Sound energy), • Tornado (Wind energy) • The ball energy does 1D6 in a 1 metre sphere and can be hurled a distance of 15 metres. Each additional level in Ball Energy increases the power by +1D6 damage, or the range of hurling the ball by +15 metres. The character must specify which it will be when additional levels in the power are taken. The Area Attacks spot rules on page 213 of the BRP rulebook apply to Ball Energy attacks.
Blinding flash Power-set: Super, Magic, Psychic Archetype: any Base Range: Self Duration: Instantaneous Power Cost: 10 points Power Point Cost: 10 points A flash of intense light, like that of the blinding flash of a lightning strike, flashes out around the caster, temporarily blinding all who are looking at them. This defensive attack causes no permanent harm to those looking at the caster. Any character (PC or NPC) looking in the direction of the caster must succeed in a Luck Roll or suffer from the blinding flash
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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 energy is electrical in nature, armour must be specifically designed to earth out electrical currents and thus prevent electrical attacks. The Projection Skill is used to resolve all attacks with this power. Each bolt does 1 Hit point of damage, and drains 1 Endurance point. Each level in this power increases the damage/drainage by +1 point. Multiple bolts may be cast in a single combat round providing the caster has enough DEX (Strike) Ranks to perform each casting. The first bolt is cast at the normal DEX (Strike) Rank of the character, with each additional bolt being cast at the equivalent of their DEX (Strike) Rank again.
Claws Power-set: Mutant Archetype: all Base Range: Touch Duration: Always On Power Cost: 3 points Power Point Cost: N/A This is the same as the Mutant power Natural Weaponry . The claws are the specified natural weapon. At the players discretion the claws can be retractable (thus being hidden when not in use) or visible at all times. If the claws are retractable, then 1 DEX (Strike) Rank must be added to the characters Fist (Brawl ) attack when the claws are first used in combat, unless the character has prepared the claws beforehand. This represents the character “activating” their 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 is additional to their damage bonus, if the
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character possesses a damage bonus. An additional Level in this mutation can be taken to change if from a minor mutation to a major mutation, adding another +1D6 to the claw damage (for a total of 2D6). At the player’s discretion, the claws can be either natural or metallic.
Clear mind Power-set: Super, Psychic Archetype: Defender specific Base Range: 10 metres Duration: Instantaneous Power Cost: 10 points Power Point Cost: 5 points This power frees an ally from the effects of Immobilisation, Sleep, Hold and Disorientation effects. The ally is freed on the DEX (Strike) Rank of the caster using the power. The caster must be able to see the ally. The caster does not need to use the Projection Skill to cast this power, they simply expend the power points required to use the power.
Demoralise Power-set: Magic, Super Archetype: Controller, Dominator Base Range: 15 metres Duration: Instantaneous for 1 minute Power Cost: 10 points Power Point Cost: 5 power points In order for this power to be cast at an enemy, the caster must first overcome the targets POW with their own POW on the Resistance Table. The victim of this power loses faith in their ability of themselves to win the fight, find the treasure, rescue the princess, whatever! They can still defend themselves at their full parry and dodge chances but all their attack chances are
reduced by half. In addition, the victim will not use any offensive powers. If this power is cast on a foe before combat, a demoralised foe generally will not attack unless ordered to. If faced by a superior force (or a perceived superior force), the demoralised foe will probably run or surrender. Fanaticism will negate the effects of a Demoralise power (and vice versa), leaving the target with normal moral.
Disorient Power-set: Psychic, Super Archetype: all Base Range: 15 metres Duration: Instantaneous for 1 Combat Round Power Cost: 10 per level Power Point Cost: 3 per level This power allows the caster to disorient an opponent. The caster must overcome the targets POW on the Resistance Table using their own POW. If the caster succeeds, the target is disoriented for one combat round. The target will be unable to determine who their enemy is, they will be able to defend (parry or dodge) whilst disoriented and will endeavour to avoid all combat. Otherwise, however, they will stumble around and be unable to take any offensive actions against the caster or the caster’s allies. Additional levels in this power allow the caster to either add an additional 15 metres to the range of the power or add one additional combat round to the duration of the disorientation effect. The character must determine what the effect will be when additional levels in the power are chosen.
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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 Power Cost: 10 per level Power Point Cost: 3 per level This power surrounds a single target and immobilising them for one combat round. During that time it also deals 1D6 damage to the targets total hit points and drains the same amount of Power points and Endurance points as it does hit point damage. Additional levels can be bought for this power. Each level bought can be allocated to one of the following:
+ adding +1d6 damage, power and endurance point drainage to the target, or
+ adding 15 metres to the range of projecting this power. The player must specify which it will be when the additional level is purchased for the power. If the optional hit point locations rule is being used, the damage inflicted by the energy fence is evenly distributed across the targets hit locations. If this cannot be done evenly, roll for a random hit location to apply the damage too, as per the normal rules.
Energy field Power-set: Super Archetype: All Base Range: Self to 5 metres radius Duration: Instantaneous Power Cost: 10 per level Power Point Cost: 3 per level This power permits the caster to emit a storm of energy around them that constantly damages all nearby foes while active. The storm erupts from the caster and covers a radius of 5 metres range from the caster, outwards in a spherical pattern. The energy field will last for 1 combat round and do 1D6 to all within the field (including allies!). Each type of Energy Field is a separate power and must be purchased separately: chose which one (see “Types of Energy” on page 150 of the BRP rulebook) your character uses when this super power is purchased. Additional levels in this power can be taken. Each level can add +1D6 to the damage, or add +1 combat rounds to the duration of the field or adds +5 metres to the radius (up to a maximum of 15 metres radius). The character must specify which of these options when they take additional levels in this power.
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The caster must expend the required number of power points again each combat round that the power is active.
Ethereal Body
Energy Projection
Power-set: Mutant, Psychic Archetype: Any Base Range: Self Duration: Instantaneous Power Cost: 20 points Power Point Cost: 3 power points per combat round.
(additional information) The Energy Projection power is detailed on pages 156-157 of the BRP rulebook. The information below outlines the CoH & CoV super power names for each type of Energy Projection power available. Energy Projection powers include: Ice Blast (Cold energy), • Death Ray (Darkness energy), • Lightning Bolt (Electrical energy), • Gravity Projection (Gravity • energy), Fire Blast (Heat energy), • Mack Truck (Kinetic energy), • Light Ray (Light energy), • Magnetic Projection (Magnetic • energy), Radiation Beam (Radiation • energy), Sonic Boom (Sound energy), • Gale Force (Wind energy) •
All physical objects are made up of atoms and atoms are mostly made up of space. When this power is activated the character alters the frequency oscillations of their atoms allowing them to vibrate at a different frequency to that of the atoms of the surrounding universe around them. This allows the character to pass through solid objects as though they were not there. The process is slow and the character feels like they are walking or floating on a cushion of air. This is due to the character being able to pass through all objects around them, including the ground they are walking on. They must be careful not to end up half submerged into the object or the ground before they deactivate the power or they will be fused with that object and die instantly of systemic shock. Nasty! 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
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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 even if the alternative hit point locations rule is being used. Whilst in an ethereal state, the character is partially visible. Projectile and melee weapons cannot harm the character unless they are specifically designed to do damage to ethereal objects (NOTE: all “magical weapons” are capable of doing damage to ethereal objects). Governments have been known to become so concerned about the capabilities of this power that they have developed force fields that have an oscillating frequency that prevent characters with this power from passing through the field.
Fanaticism Power-set: Magic, Super, Mutant Archetype: Controller, Dominator Base Range: 15 metres Duration: Instantaneous for 1 minute Power Cost: 10 points Power Point Cost: 5 power points This power increases the fanatics chance to hit with melee and ranged weapons by half their normal attack chance. Thus a 30% chance to hit with a melee or ranged weapon would be increased by +15% for a total of 45% of success for 1 full minute (5 combat rounds). It also, however, prevents the fanatic from parrying, dodging or using defensive powers. Demoralise will negate the effects of a Fanaticism power (and vice versa), leaving the target with normal moral. This power can be cast on one’s 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 affect themselves only, they may not cast it on others.
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Flurry Power-set: Super Archetype: Any Base Range: Self Duration: Instantaneous Power Cost: 10 per level Power Point Cost: 1 per level This power unleashes a super fast flurry of punches to pummel your foe. It may also disorient the target.
No more than twelve levels in this power can be purchased, This means that the character can hit with Flurry punches a maximum of twelve times in a combat round with each punch landing roughly once every second of the combat round. At the end of the combat round, the target must succeed in a Difficult Stamina Roll (ie half their Stamina Roll) or be Disoriented for the next Combat Round.
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), the second punch would occur one DEX rank (or Strike Rank 2) after the first punch and the third punch would occur one DEX rank (or Strike Rank 3) after the second punch. Each punch must be rolled for separately (including Hit Point Locations if this optional rule is being used) and is capable of doing Special and Critical damage. If a Fumble is rolled, no additional Flurry punches can be made that combat round. The character looses the rest of their Flurry punches for that combat round but must expend the Power Points (or Endurance Points if this Power Modification was chosen by the character) that would have powered all the punches made in the combat round.
Force push Power-set: Psychic, Super Archetype: Any Base Range: 15 metres Duration: Instantaneous Power Cost: 5 per level Power Point Cost: 1 per level This power is a focused attack that shoves the target and sends him flying. It does minimal damage, but can be very effective. Essentially, this is just like the Star Wars Jedi power. Each level in this power gives the character a projected strength of 3 STR. Thus three levels in Force Push would give the caster a projected strength of 9 STR. The caster must overcome the targets SIZ on the Resistance Table with the casters
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Force Push level’s projected strength. If the caster succeeds, the target (or targets) are pushed back 1 metre per level of the power. Thus three levels in this power would mean that the target is pushed back 3 metres. Targets suffer Falling damage as detailed on p.223 of the BRP rulebook. Targets are considered to have been thrown with considerable velocity (ie double all falling damage) and are considered to be down for the purposes of combat. See also Fighting While Down on p.223 of the BRP rulebook as well. In addition, the area of effect of this power is 1 metre diameter wide. Additional levels can be invested instead to increase the area of effect. For each additional level the character can choose, instead of adding projected strength, to increase the area of effect by +1 metre diameter. The character must chose which it will be when extra levels in this power are taken. All targets within the area of effect are equally affected by the power and suffer the effects of the Force Push. Roll on the Resistance Table for each target (foes, allies and objects alike) within the area of effect.
and is suddenly surrounded by five Skull’s who jump out from behind crates and attack HARM. Master Tsoy, seeing HARM surrounded, decides to give him a helping hand with his Force Push power. Master Tsoy lets fly with a force push using HARM as the centre of the area of effect. Each of the Skulls is SIZ 14, HARM is SIZ 18 and there are several crates in the area of effect that are SIZ 8. The gamemaster gets Tsoy’s player to roll to overcome each targets SIZ on the Resistance Table using Tsoy’s projected strength of STR 15. Each of the crates gets blasted back five metres and so do four of the five Skulls. Fortunately HARM is big enough to resist the Force Pushes projected strengths and remains on his feet as does the last Skull. All the crates and the four hapless Skulls suffered the effects of being thrown five metres (suffering falling damage of 2D6 due to the distance and velocity of the push) and are considered down for any ensuing combat. HARM will have to deal with the last Skull himself.
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
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Fortitude Power-set: Super Archetype: Defender specific Base Range: 15 metres Duration: Instantaneous for one minute Power Cost: 10 points per level Power Point Cost: 5 points per level This power temporarily boosts an ally’s accuracy, damage, and damage resistance. It also protects against psychic attacks. For one minute (five combat rounds) any character affected by Fortitude gains the following benefits:
+ All attacks and parries, including Dodge rolls are increased by +10% per level of Fortitude;
+ All damage rolls receive +1 point of damage per level of Fortitude;
+ The body receives 1 point of armour per level of Fortitude, as though this was natural armour covering the entire body; and
The specific rules governing Weather Conditions (Wind) can be found on p.235 of the BRP rulebook. The wind strength of the Gale power starts as a Light/Moderate Wind . The area of effect begins at the casters hand and projects outwards in a cone to the powers maximum distance. At first level, the Gale power stretches to 10 metres from the caster and to a maximum cone diameter of 3 metres. The Gale’s strength is as per the Light/Moderate Wind maximum strength of STR 1. Anyone affected by the Gale power must resist the Gale’s STR on the Resistance Table with their own STR. Failure means that they fall down and are blown outside of the area of effect of the power. “Falling” damage (see p.223 of the BRP rulebook) will occur to anyone who falls down; with the damage based on the maximum distance they are blown away. Additional levels can be bought in this power. For each additional level the character can either:
+ Characters gain +05% per level of
+ increase the range of the Gale
Fortitude on all resistance rolls including psychic attacks. Additional levels add to the effectiveness of Fortitude but not the duration. Fortitude cannot be maintained beyond one full minute. After that the power must be activated again.
+ widen the cone of effect by an
Gale Power-set: Super, Psychic Archetype: all Base Range: 10 metres Duration: Instantaneous Power Cost: 10 per level Power Point Cost: 5 per level This power calls a tremendous Gale-force wind that can knock down foes and deal some damage in a wide cone area.
power by +10 metres (from 10 metres to 20 metres to 30 metres and so on); or additional 3 metres (from 3 metres to 6 metres to 9 metres etc); or
+ the wind effect is raised by one level of severity (from Light/Moderate Wind to Strong Wind to Severe Wind to Windstorm to Hurricane[Cyclone]Force Wind to finally TornadoForce Wind). The Gale power cannot be raised beyond doing Tornado-Force Wind severity, but the range can be increased as far the character desires.
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For example: the villain Breakwind has ten levels in his Gale power. He has invested three levels to increase the powers range to 40 metres, three levels to increase the cone of effects to 12 metres diameter and four levels to increase the power of the Gale to a Windstorm (STR 12). During a daring heist Breakwind is confronted by security guards who attempt to bloke his getaway. The guards are 10 metres away from him when he activates the power (ten levels in Gale cost him 50 power points per combat round to use at full strength). All the guards are within the area of effect of the Gale and therefore must resist against its STR of 12 on the Resistance Table. If any of the guards fail their resistance roll, they will be blown 30 metres away receiving 1D6 damage for every 3 metres they are blown. That’s 10D6 damage!
Healing aura Power-set: Super Archetype: Defender specific Base Range: 15 metres Duration: Instantaneous Power Cost: 10 per level Power Point Cost: 1 per level This power restores Hit Points to you and nearby Heroes. This power is not as potent as the Heal power, but the benefit of this power is that it can heal multiple targets at once and continues to heal for as long as the caster can maintain the power.
this power each combat round) and all allies within the area of effect will be healed a number of hit points equal to the caster’s levels in Healing Aura each combat round the power is active. The caster must maintain focus to keep this power active. If they receive damage whilst the power is active, they must succeed in an Idea roll or be distracted, deactivating the Healing Aura.
Hide in shadows Power-set: Super Archetype: Stalker Base Range: Self Duration: Instantaneous Power Cost: 10 points Power Point Cost: 3 points This power makes a character “invisible” by blending them into the shadows of the environment around them and also by attracting any observer’s attention to a spot other than where the character is. The power will automatically cease to operate if the character attacks a foe or is attacked by any offensive power. The caster will then be visible to anyone looking in the casters direction. The character gains a bonus of +80% to all Stealth skill rolls when they have this power active on them. This power is usable by the caster on themselves only 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. If the caster has enough power points, they may maintain this power from combat round to combat round (paying the required power points needed to use
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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 Hold Power-set: Psychic, Super Archetype: Any Base Range: 15 metres Duration: Instantaneous for 1 Combat Round Power Cost: 10 per level Power Point Cost: 3 per level This power allows the caster to pin an opponent preventing them from moving. The caster must overcome the targets POW on the Resistance Table using their own POW. If the caster succeeds, the target is held for one combat round. The target will be able to defend (parry or dodge) whilst held but all such attempts are considered to be Difficult and any attacks made against the held target will be considered to be Easy . The target can interact with their surrounds and attempt to pick up any object that is within reach. They can also use powers, but otherwise the target is considered to be bound to the spot where the power took hold of them. Additional levels in this power allow the caster to either add an additional 15 metres to the range of the power or add
Power-set: Psychic, Sorcery Archetype: Controller, Dominator Base Range: Touch Duration: Instantaneous Power Cost: 10 points Power Point Cost: 1 point This power creates an illusion that to all sensory perception appears to be real. The illusion can only be exposed for what it is if it is touched. When touched, the object will pass through the illusion showing that it is nothing more than thin air. But in all other ways it will appear to be a physical three dimensional object. There are several sensory aspects to an illusion. These are motion, smell, sight, taste and sound. It takes 1 power point to create a sensory aspect to an illusion (ie 1 power point to create the vision, a second to add motion and a third to add sounds etc). An illusion will last for one hour once it has been created. For each additional power point invested in the spell preparation process, the illusion will last one additional hour before fading away. For example: an illusion made with two sensory aspects will take two combat
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rounds to prepare, cost 2 power points to cast, and last for one hour. If however the caster invests 4 additional power points in the spell, the illusion will last a total of five hours, but it will also require an additional four combat rounds to prepare the spell.
Immobilisation Power-set: Psychic, Super Archetype: Any Base Range: 15 metres Duration: Instantaneous for 1 Combat Round Power Cost: 10 per level Power Point Cost: 5 per level This power allows the caster to completely immobilise an opponent. The caster must overcome the targets POW on the Resistance Table using their own POW. If the caster succeeds, the target is immobilised for one combat round. The target will be unable to undertake any actions (refer to Spot Rules on Immobilisation in this Quickplay Pack). All attacks made against an immobilised target are considered to be Easy. Additional levels in this power allow the caster to either add an additional 15 metres to the range of the power or add one additional combat round to the duration of the Immobilisation effect. The character must determine what the effect will be when additional levels in the power are chosen.
mutagen Power-set: Mutant Archetype: Mutant Origin characters only Base Range: 30 metres Duration: Instantaneous Power Cost: 10 points to increase to a “major” mutation level Power Point Cost: 3 points if a minor mutation, 5 points if a major mutation. This is a native power to all mutants and automatically granted, free of cost, to all mutant characters during the character generation process. These capsules of genetic Mutagen can be made by the mutant character (so in effect, the character has a limitless supply). These capsules can be thrown at very short range, where they explode on impact. They deal only minor toxic damage but the mutagen's secondary effect will be to temporarily lower the damage the affected target deals out. Mutagen is a ranged attack that uses the characters’ Throw skill as its attack chance. It does 1D8 damage, if it is a minor mutation and 2D8 if the Mutagen power is a major mutation. Mutagen also lowers the targets melee damage by -2 damage points if it is a minor mutation or by -4 damage points for a major mutation. It does not affect ranged weapon or power damage however. This effect lasts for one combat round.
For each combat round after the first combat round that a target is immobilised, the target can attempt to break free of the effects of being immobilised. This can be done by succeeding in a difficult Stamina roll as per the Immobilisation rules in the Spot Rules section of this Quickplay Pack.
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Resurrect Power-set: Super Archetype: Defender specific Base Range: 15 metres Duration: Instantaneous Power Cost: 10 per level Power Point Cost: 5 per level This power acts just like the Resurrection Inspirations with each level adding in intensity. Refer to the Inspirations section of this Quickplay Pack for the effects of this power. One level in this power will produce the same effect as the Awaken inspiration, two levels will produce the same effect as the Bounce Back inspiration and three levels will produce the same effects as the Restoration inspiration. Characters can only purchase a maximum of three levels in this power.
Sleep Power-set: Psychic, Super Archetype: Any Base Range: 15 metres Duration: Instantaneous Power Cost: 10 per level Power Point Cost: 1 per level This power causes a single target to fall into a deep sleep. The duration of the sleep is the same as the level of the power in minutes. The targets POW must be overcome on the Resistance Table by the casters POW. Each level in the power grants the caster an extra +05% chance to succeed in the Resistance Table roll. If the target is disturbed whilst asleep, through being touched, sounds or being attacked, the target will awake immediately.
Summon Henchmen Power-set: Super Archetype: Masterminds only Base Range: Self Duration: Instantaneous Power Cost: 10 points to change Minion henchman type Power Point Cost: 10 points Only Masterminds may possess this power. Masterminds receive this power, free of cost, during the character creation process. This power summons the Masterminds henchmen minions to their side. Three minions come running to the Masterminds aid. The type of minions must be chosen by the Mastermind at the time the power is chosen. The types of minions available to the Mastermind are:
+ Robotics: use the Robot (killer) statistics on p.359 of the BRP rulebook to create henchmen of this type.
+ Necromancy: use the Ghoul and Skeleton statistics on p.343 & p.346 of the BRP rulebook to create henchmen of this type. The Mastermind is free to choose the makeup of their henchman as they see fit (ie all skeletons or all ghouls or a mixture of both).
+ Ninjas: use the statistics for the Ninja listed on p.363 of the BRP rulebook to create henchmen of this type. Masterminds can either use the characteristics identified there or role the characteristics using human statistics for the henchman characteristics.
+ Mercenaries: use the statistics for the Soldier listed on p.365 of the BRP rulebook to create henchmen
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of this type. Masterminds can either use the characteristics identified there or role the characteristics using human statistics for the henchman characteristics.
+ and Thugs: use the statistics for the Thug listed on p.367 of the BRP rulebook to create henchmen of this type. Masterminds can either use the characteristics identified there or role the characteristics using human statistics for the henchman characteristics.
Points as though they were purchasing this power again (ie 10 points). Masterminds should use the Minions character sheet in the BRP rulebook to keep track of their minions. Minions advance just as normal characters do. Should a minion die, the Mastermind can create another minion to replace the fallen minion when the Mastermind is between scenarios. A replacement minion will start at the basic skills listed in the BRP rulebook for the type of henchman and must advance normally as any character would.
A Mastermind can only change the type of henchmen they can summon buy expending the required Power Budget
Summary Table of all Powers Power Name
Power Set
Archetype
Base Range
Duration
POW Cost
Power Point Cost
Adrenaline Boost Analyse
Super
Defender specific
15 metres
1 CR
10
3PP per target
Psychic
All
Touch
Instantaneous
Sorcery Psychic Magic Sorcery Super
All
Touch
1 hour
3PP per substance 1PP per 3 SIZ
Any
30 metres
Instantaneous
5 per level 1 per level N/A
All
15 metres
Instantaneous
1PP per level
Any
Self
Instantaneous
10 per level 10
Any
15 metres
Instantaneous
1PP per level
All Defender specific
Touch 10 metres
Always on Instantaneous
Controller Dominator All
15 metres
5PP
15 metres
Energy Field
Super
All
Self to 5m radius
10 per level 10 per level 10 per level
3PP per level
All
Instantaneous for 1 minute Instantaneous for 1 CR Instantaneous
10
Energy Fence
Mutant Super Psychic Magic Super Psychic Super Super
3 per level 3 10
Animate Apprentice Charm Ball Energy Blinding Flash
Charged Bolts Claws Clear Mind Demoralise Disorient
Super Magic Psychic Super
15 metres
Instantaneous
2PP
10PP
N/A 5PP
3PP per level 3PP per level
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Power Name
Power Set
Archetype
Base Range
Duration
POW Cost
Power Point Cost
Ethereal Body
Mutant Psychic Magic Super Mutant Super
Any
Self
Instantaneous
20
3PP per CR
Controller Dominator
15 metres
Instantaneous for 1 minute
10
5PP
Any
Self
Instantaneous
1PP per level
Any
15 metres
Instantaneous
Defender specific
15 metres
Fanaticism
Flurry
Super Psychic Super
All
10 metres
Instantaneous for 1 minute Instantaneous
Defender specific
15 metres
Instantaneous
Super
Stalker
Self
Instantaneous
10 per level 5 per level 10 per level 10 per level 10 per level 10
Any
15 metres Touch
10 per level 10
3PP per level
Controller Dominator Any
Instantaneous for 1 CR Instantaneous
10 per level 10
5PP per level
Mutagen
Psychic Super Psychic Sorcery Psychic Super Mutant
Resurrect
Super
10 per level 10 per level 10
5 per level
Force Push Fortitude Gale Healing Aura Hide in Shadows Hold Illusion Immobilisation
Sleep Summon Henchmen
Psychic Super Super
Psychic Super Super
15 metres
Mutant Origin only Defender specific
30 metres
Instantaneous for 1 CR Instantaneous
15 metres
Instantaneous
Any
15 metres
Instantaneous
Masterminds only
Self
Instantaneous
1PP per level 5PP per level 5PP per level 1PP per level 3PP
1PP
3PP or 5PP
1 per level 10PP
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I NSPIRATIONS Inspirations Heroes often have to draw from their inner reserves. Indeed, it’s the defining factor of a hero to be able to endure and keep on going when everyone else has given up. In game terms, this inner reserve is called Inspiration. The use of inspirations is outlined below.
Inspirations are single-use temporary boosts. Heroes can opt to use an inspiration they have acquired or purchased at any time during the game. Once used though, the inspiration is gone. A character must purchase or acquire the inspiration again before they can use it in future. A character can “stack” their inspirations by using any number, or even all, of the inspirations they possess at once, if they so desire. There are several different inspiration types (and three different levels of each type) that provide various ability increases. Inspirations are acquired by characters through several methods: bought by expending Influence / • Infamy points prior to any mission; or acquired through defeating a high • threat level villain; and given as a reward by the • gamemaster at the end of a successful mission.
Maximum Number of Inspirations Characters can never carry more Inspirations than they have Inspiration slots to hold them. So a character with three Inspiration slots can only ever carry three inspirations that they can call upon within the game to use. The number of inspiration slots can be increased however. Two methods for this are outlined below.
Gaining Inspiration Slots when using the Security / Threat levels Option A character starts with three inspiration slots at Security Level 1, and gradually increases to a maximum of 20 inspiration slots at Security Level 40. A character can never have more inspirations than they have slots available to hold them. The progression is below: Security Level
Inspiration Slots Available
1 2 3 10 25 40
3 4 8 10 15 20
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Gaining Inspira ion Slots when usin the standard BRP character development r les If the Security/Threat Levels ptional rule is not being used, gamemast rs will have to award characters with insp iration slots from time to time. The follow ing guidelines should help game asters to decide when to award the pl yer characters with a new inspira tion slot: A character start the ame with • three inspiration slots; An inspiration slot sh uld be • awarded at the end o a successful mission; Two inspiration slots s hould be • awarded at the compl etion of a successful campaign; No more than 20 inspiration slots • are allowed by any pl yer character. Once this aximum has been reached, no new slots are permitted.
Keen Insight Adds +19% to Attack an d Perception related skills for one mi nute (ie 5 Combat Rounds). Cost = 2 Influe nce / infamy points to purchase.
Uncanny Insight Adds +37% to Attack an d Perception related skills for one mi nute (ie 5 Combat Rounds). Cost = 3 Influe nce / infamy points to purchase.
Damage Inspi ations Enrage: Increases all your dama ge by 1/4 (round all fractions up) for one minute (ie 5 Combat Rounds). Cost
1 Influence /
infamy point to purchase.
Below is the list of each of th inspirations belonging to the ten sets of I spiration types. Most Inspiration types have three levels of magnitude however there are two unique inspirations that re unique types all unto themselves.
Focused Rage Increases all your dama ge by 1/3 (round all fractions up) for one minute (ie 5
Accuracy Inspir tions
Combat Rounds). Cost
2 Influence /
infamy points to purcha se.
Insight Adds +7% to Attack and Perc ption related skills for one minute ( ie 5 Combat Rounds). Cost = 1 Influence / infamy point to purchase.
Righteous Ra e Increases all your dama ge by 1/2 (round all fractions up) for one minute (ie 5 Combat Rounds). Cost
3 Influence /
infamy points to purcha se.
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NOTE FOR THE GM: When determining the increased damage from this inspiration, roll the number of dice for the weapon or powe doing the damage, total the result and hen add the bonus as a proportion of the otal damage. For example: HARM punches an opponent with his fist, doing 1D3 dama e plus his normal damage bonus of 1D6. Both dice are rolled and the result is 7 oints of damage. HARM however is c rrently inspired by Focused Rage. This gives him a 1/3 (ie 33%) damage bonus. 3% of 7 is 2.31. Rounding this fraction u p, HARM gets 3 additional damage poi ts to his fist attack that Combat Round.
Defence Inspira ions Luck Increases your Dodge skill by 12% for one minute (ie 5 Combat Rounds) . Cost = 1
Endurance Inspirations Catch a Breat Recovers 25pts of your Endurance or Power Points instantly. Cost = 1 Influence / infamy point to purchase.
Take a Breath r Recovers 33pts of your Endurance or Power Points instantly. Cost = 2 Influence / infamy points to purc ase.
Second Wind Recovers 50pts of your Endurance or Power Points instantly. Cost = 3 Influence / infamy points to purc ase.
Influence / infamy point to p rchase.
Healing Insp rations Good Luck Increases your Dodge skill by 25% for one minute (ie 5 Combat Rounds) . Cost = 2 Influence / infamy points to p urchase.
Phenomenal Luck Increases your Dodge skill by 33% for one minute (ie 5 Combat Rounds) . Cost = 3 Influence / infamy points to p urchase.
Respite Recovers 1/4 (+25%) of your total hit points instantly. Cost =
Influence / infamy
point to purchase.
Dramatic Impr vement Recovers 1/3 (+33%) of your total hit points instantly. Cost =
Influence /
infamy points to purcha se.
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Resurgence
Robust
Recovers 1/2 (+50%) of your otal hit
Increases all your dama ge resistance by
points instantly. Cost = 3 Influ ence /
providing 10 points of n atural armour and
infamy points to purchase.
+20% on all Resistance olls for one minute (ie 5 Combat Ro unds). It also
NOTE FOR THE GM: If the optional Hit Points per ocation rule is being used. The hit points recovered are divided as equally as possible amongst the various damaged hit location as well as being added to the character’ s total hit points.
Resist Damage Inspirations
protects you from ene y Teleportation. Cost = 3 Influence / infamy points to purchase.
Resist Effec s Inspirations Break Free Frees you from any Sle p, Hold, Immobilisation, Disorie t, Fear, and
Sturdy
Confuse effects and giv s you immunity to
Increases all your damage res istance by
these effects for 2 Com at Rounds. This
providing 2 points of natural rmour and
inspiration can be used even while under
+10% on all Resistance Rolls f or one
such effects. Cost = 1 In luence / infamy
minute (ie 5 Combat Rounds) . It also
point to purchase.
protects you from enemy Tel portation. Cost = 1 Influence / infamy poi t to purchase.
Emerge Frees you from any Sle p, Hold,
Rugged
Immobilisation, Disorie t, Fear, and
Increases all your damage res istance by
Confuse effects and giv s you immunity to
providing 5 points of natural rmour and
these effects for 3 Com at Rounds. This
+15% on all Resistance Rolls f or one
inspiration can be used even while under
minute (ie 5 Combat Rounds) . It also
such effects. Cost = 2 In fluence / infamy
protects you from enemy Tel portation.
points to purchase.
Cost = 2 Influence / infamy p ints to purchase.
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Escape:
Restoration
Frees you from any Sleep, Ho ld,
If you are unconscious, you can wake up
Immobilisation, Disorient, Fe r, and
with 3/4 of your hit poi ts. You will,
Confuse effects and gives you immunity to
however, be disoriente for one Combat
these effects for one minute (ie 5 Combat
Round, have no Endura ce, and unable to
Rounds). This inspiration can be used even
recover Endurance for ne Combat
while under such effects. Cos = 3
Round. Cost = 3 Influen e / infamy points
Influence / infamy points to p urchase.
to purchase.
Resurrection Inspirations Awaken If you are unconscious, you c n wake up with 1/4 of your hit points. Y u will, however, be disoriented for ne Combat Round, have no Endurance, a nd unable to
Special Insp rations Essence of th Earth By consuming the Essen ce of the Earth, you will gain partial im unity to the unique properties of th Hamidon's Electrolytic attacks. It la sts for one minute (5 Combat Rounds).
recover Endurance for three ombat
Essence of the Earth is ropped by
Rounds. Cost = 1 Influence / in amy point to
Devouring Earth Monst rs.
purchase.
Strength of Will Bounce Back If you are unconscious, you c n wake up with 1/2 of your hit points. Y u will, however, be disoriented for ne Combat Round, have no Endurance, a nd unable to recover Endurance for two C mbat
Temporarily provides i munity to Immobilisation, Sleep, isorient and Hold powers for one Turn (2 Combat Rounds, ie 5 minutes). Must be sed before you are subject to Sleep, Hold , Disorient , or Immobilisation.
Rounds. Cost = 2 Influence / i famy points to purchase.
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I NVENTIONS , E NHANCEMENTS & S ALVAGE Inventions Characters can create Invention Equipment that possesses powers. The full rules governing this are covered in the Equipment chapter of the BRP Rulebook (in particularly pages 238 to 247). For a character to craft a piece of such equipment, they will require all the necessary pieces of Invention Salvage that make up the equipment, a Recipe to work to, the skill Craft Gadget , and enough Influence to cover the cost of its construction. Much like a cake making recipe really!
Campuses and certain Government Agencies or Super-villain Headquarters.
Invention Worktable
Paragon City University Research Lab In addition, equipment can only be constructed at an Invention Worktable. Invention Worktables are found through the various Paragon City University
Characters create equipment by using the Craft Gadget skill. If the skill roll is successful, the character will have created the equipment with its power. If the skill roll is a Special success, the equipment’s power will be one level higher than the recipe was intended to produce. If the success is a Critical success, the equipment’s power will be two levels higher than the recipe was designed to produce. A Fumble means that the equipment was not constructed and the influence and salvage required to make that equipment was lost in the attempt. Sucked in!
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The specific salvage pieces required to make the equipment is left up to the gamemaster. Players and gamemaster’s should work together to determine just what would be needed. As a general rule of thumb however, the higher the level of the power the equipment will poses, the rarer the salvage items required to make it. Technology Origin characters will derive all their super-powers from the equipment they poses. There are also numerous magical items that exist within the CoH universe. In one way or another, every power reflected in Basic Roleplaying can have a piece of equipment made that will copy the power. Most pieces of equipment will have to be made by the characters, but such equipment may also be found on villains or even available through Antique Dealers, Auction Houses or on the Black Market. The Wentworths Consignment House is one of the most popular and well known purchase and auction merchants in Paragon City, specialising in the sale and auctions of inventions, salvage and recipes.
Heroes busy at one of the universities Invention Worktables
Enhancements In addition to Invention Equipment , characters can also use Invention Salvage to create Enhancements. Enhancements increase the effectiveness of your powers. There are a total of 11 recipes currently available for enhancements, and five levels of effectiveness that the enhancement recipe can produce. If two enhancements are of the same type, the higher level enhancement will be more effective than the lower level enhancement. Characters can only slot a maximum of two enhancements to each of their powers. Once an enhancement is slotted to a power, it cannot be recovered and reused on another power. If a character wishes to assign an enhancement to a power, and both enhancement slots are already taken on that power, the player must decide which of the enhancements already assigned to the power will be lost. Not all enhancements are appropriate for every power. Gamemasters and players must use their judgement to determine whether an enhancement will be beneficial for a power. If it isn’t, you can always sell it or give it to another character. A power can have two enhancements of the same type (and level) placed into the slots on a single power, thus doubling the enhancement effect. But once both slots are taken on that power, to allocate another enhancement to the power will mean that one of the existing slotted enhancements must go. Characters create enhancements by using the Craft Enhancement skill. If the skill is successful, the character will have created the enhancement and can allocate it to a
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power of their choice. If the skill roll is a Special success, the enhancement will be one level higher than the enhancement recipe was to produce. If the success is a Critical success, the enhancement will be two levels higher than the recipe was designed to produce. A Fumble means that the enhancement was not constructed and the influence and salvage required to make the enhancement was lost in the attempt. When crafting an enhancement, characters require all the necessary pieces of Invention Salvage that make up the enhancement, a Recipe to work to, the skill Craft Enhancement , and enough Influence to cover the cost of its construction. Like equipment, enhancements can only be constructed at an Invention Worktable.
Salvage Invention Salvage, along with Recipes, is required to create Invention Equipment and Enhancement buffs and is crafted on Invention Worktables. Salvage components come in two basic varieties: Arcane and Tech varieties. Invention salvage is acquired by defeating enemies, trading with other players, or buying from the Consignment House. In all, there are 108 different pieces of invention salvage. Each piece has an origin and a rarity. There are two origins: Arcane and Technological . Which origin an enemy might drop depends on its Origin. Most enemies will drop only one or the other, although a few can drop either. Finally there are three rarities for salvage: Common, Uncommon, and Rare.
Enhancement Recipes Enhancement recipes can be bought from the Invention Worktables located at the various campuses of Paragon City University. Once a recipe has been bought, if the character has the salvage required to produce the enhancement, they can then use the workbench to attempt to create the enhancement. The various enhancement recipes are detailed at the end of this chapter. Research facility at Paragon City University’s Steel Canyon campus.
Drop Rates Each enemy you defeat has a chance of dropping one piece of Invention Salvage. The chances are:
University library at the Steel Canyon campus.
+ Minion: 10% + Lieutenant/Sniper: 20% + Boss/Elite Boss: 30% + Archvillain: either never or 45%, depending on the Archvillain.
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For each enemy defeated roll a D100. If the result is equal to or less t an the percentage indicated for the ype of foe defeated, then a piece of inv ntion salvage has been recovered.
Rarity For each drop, the chance of receiving a Common, Uncommon or Rar piece of salvage is as follows:
+ Common: (19-00%) + Uncommon: (05-18%) + Rare: (01-04%) For each piece of invention s lvage recovered, roll a D100. The die result indicates the rarity of the sal age piece recovered.
Enemy Origins Enemy groups that will drop rcane salvage only: Banished Panth on, Cabal, Cap au Diable Demons, Carni al of Shadows, Circle of Thorns, Fir Bolg, Ghosts, Hellions, Lanaruu, Minions of Igneous, Psychic Clockwork, ed Caps, Rularuu, Shadow Shard Refle tions, Slag Golems, Snakes, Spectral Pirates, Tsoo, Tuatha de Dannan, Wailers, arriors. Enemy groups that will drop echnological salvage only: Arachnoids, Cage Consortium Guards, Coralax, ouncil, Crey, Devouring Earth, Dock orkers, Family, Freakshow, Gold Bric ers, Hydra, Infected, Knives of Artemis, L gacy Chain, Lost, Luddites, Malta, Mooks, Nemesis, Outcasts, Paragon Police Department, Prisoners, Rikti, Rogue Island Police, Security Guards, Shivans, Skulls, Sky Raiders, Spetsnaz Commandos, Trolls, Turrets, Vahzilok, Wyvern.
NPC Sale Value Invention salvage can b e sold to NPC stores and contacts. Sal e price is based on the rarity of the item. S lling values to NPC stores and contact are as follows:
+ Common: 250 influence/infamy points
+ Uncommon: 10
0 influence/infam points
+ Rare: 5000 influ
nce/infamy points
Inventio Salvage tems The following is a comp rehensive list of the salvage available in the game.
Alchemical Gold
Uncommon Invention alvage (Arcane) This was once lead, but has been alchemically changed in to gold. Alchemical Silver
Common Invention Sal age (Arcane) This was once tin, but h as been alchemically changed in to silver. Alien Blood Sample
Rare Invention Salvage (Technological) A blood sample taken f om an alien life form.
Enemy groups that will drop rcane and Technological salvage: Arach os, Clockwork, Longbow, Scrapyarders, Void Hunters.
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Ancient Artifact
Boresight
Common Invention Salvage ( rcane) This could be extremely valua ble, or complete garbage. Hard to te ll.
Common Invention Sal age (Technological) A simple sight used to a im weapons.
Ancient Bone
Brass
Common Invention Salvage ( rcane) This bone holds more secrets than you can know.
Common Invention Sal age (Technological) A small bar of brass.
Black Blood of the Earth
Carnival of Shadows Mask
Rare Invention Salvage (Arcane) No, it's not oil, it's the Black B lood of the Earth.
Uncommon Invention alvage (Arcane) A mask from the Carniv al of Shadows. Ceramic Armour Plate
Bleeding Stone
Uncommon Invention Salvage (Arcane) People who use the phrase 'like getting blood from a stone' obviousl have never seen this.
Common Invention Sal age (Technological) An armour plate made f high-density ceramics. Chaos Theorem
Blood of the Incarnate
Uncommon Invention Salvage (Arcane) A vial of blood from a recipie t of the power of the Well of the Furi s.
Uncommon Invention alvage (Technological) A mathematical theory describing the behaviour of nonlinear dynamic systems.
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Chemical Formula
Uncommon Invention Salvage (Technological) A chemical formula, useful in experiments.
Uncommon Invention alvage (Technological) A cybernetic implant ap proved for medical use. Complex Chemical For ula
Chronal Skip
Rare Invention Salvage (Technological) A device that allows the user to skip forward in time.
Rare Invention Salvage (Technological) With a chemical formul this complex, you can achieve remarkable results. Computer Virus
Circuit Board
Common Invention Salvage (Technological) A printed circuit board used i many hightech devices.
Common Invention Sal age (Technological) A simple virus used to cause havoc with personal computers. Conspiratorial Evidenc
Clockwork Gear
Uncommon Invention Salvage (Arcane) A gear from one of the Clock ork King's minions.
Rare Invention Salvage (Technological) Who knew that the sim le aglet's true purpose was so sinister Corrosive Gas
Clockwork Winder
Common Invention Salvage ( rcane) The big key seen sticking out of the back of so many of the Clockwork ing's creations.
Uncommon Invention alvage (Technological) A canister of corrosive as. Handle with caution.
Commercial Cybernetic
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Daemon Program
Uncommon Invention alvage (Arcane) Does this hold a person 's true destiny? Can destiny be changed ?
Uncommon Invention Salvage (Technological) A hidden, resident, computer program.
Diamond
Data Drive
Rare Invention Salvage (Arcane) An extremely rare gem tone. Empowered Sigil
Uncommon Invention Salvage (Technological) A small multi-gigabyte data s orage device.
Rare Invention Salvage (Arcane) This powerful rune has any uses.
Deific Weapon Enchanted Impervium
Rare Invention Salvage (Arcane) A weapon lored to have belo ged to an ancient god.
Rare Invention Salvage (Arcane) An enchanted chunk of impervium, the hardest metal in the kn wn universe.
Demonic Blood Sample Energy Weapon
Common Invention Salvage ( rcane) A blood sample of a demon fr om the Netherworld.
Uncommon Invention alvage (Technological) A high-tech energy-bas d weapon.
Demonic Threat Report Enriched Plutonium
Common Invention Salvage ( rcane) An official report from MAGI bout the threat demons possess to the material world.
Rare Invention Salvage (Technological) Uranium that has been enriched into a weapons-grade Plutoni m.
Destiny
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Ensorcelled Weapon
Heavy Water
Uncommon Invention Salvage (Arcane) A weapon empowered with agic.
Uncommon Invention alvage (Technological) Irradiated water from a nuclear reactor.
Essence of the Furies Holographic Memory
Rare Invention Salvage (Arcane) Water from the Well of the F ries, slightly tainted. Fortune
Rare Invention Salvage (Technological) A three-dimensional data storage device. Human Blood Sample
Common Invention Salvage ( rcane) A cryptic message that tells y u more about yourself than what the future may hold.
Common Invention Sal age (Technological) A small amount of hum n blood.
Gold
Hydraulic Piston
Uncommon Invention Salvage (Technological) A small bar of gold.
Common Invention Sal age (Technological) A liquid based piston.
Hamidon Goo
Impervium
Rare Invention Salvage (Arcane) A souvenir of a battle with th Hamidon.
Rare Invention Salvage (Technological) The hardest metal in th known universe, impervium is virtually in destructible.
Heads Up Display
Rare Invention Salvage (Technological) A laser based sight used to ai weapons.
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Improvised Cybernetic
Common Invention Salvage (Technological) The technology behind this c bernetic implant is iffy, at best.
Rare Invention Salvage (Arcane) A rare puzzle box, too c omplicated for you to open. Living Tattoo
Inanimate Carbon Rod Uncommon Invention alvage (Arcane) This ink work seems to ance on the patch of skin its attached to. uck! Common Invention Salvage (Technological) In Rod We Trust
Luck Charm
Inert Gas
Common Invention Salvage (Technological) A canister of non-flammable as.
Common Invention Sal age (Arcane) You're not sure what it is, but people claim it improves their l uck when they have it. Magical Conspiracy
Iron Rare Invention Salvage (Arcane) This is big. Really big. Common Invention Salvage (Technological) A small bar of iron.
Masterwork Weapon
Kinetic Weapon Common Invention Sal age (Arcane) This weapon is of exqui ite workmanship. Common Invention Salvage (Technological) A low-tech weapon that deal kinetic damage. Lament Box
Mathematic Proof
Common Invention Sal age (Technological) A mathematic proof, us eful in various equations.
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Military Cybernetic
Nevermelting Ice
Rare Invention Salvage (Technological) Armoured and reinforced, thi s cybernetic is military grade. Nice!
Common Invention Sal age (Arcane) Odd how this ice stays old to the touch, but never seems to melt away completely.
Mu Vestment
Page from the Malleus Mundi
Rare Invention Salvage (Arcane) One of the vestments worn b the Mu. Mutant Blood Sample
Rare Invention Salvage (Arcane) One of the missing pag s from the infamous book of globa l devastation, the Malleus Mundi . Pangean Soil
Uncommon Invention Salvage (Technological) A blood sample taken from a known mutant.
Rare Invention Salvage (Arcane) Fertile soil from the tim e before time.
Mutant DNA Strand Photonic Weapon
Uncommon Invention Salvage (Technological) A strand of DNA from a known mutant.
Rare Invention Salvage (Technological) A high-tech photon we pon.
Mutating Genome
Plasma Capacitor
Rare Invention Salvage (Technological) This genome is undergoing c nstant mutation, and is a thrill to res earch.
Rare Invention Salvage (Technological) A storage device for su erheated plasma. Platinum
Rare Invention Salvage (Technological) A small bar of platinum.
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Pneumatic Piston
Psionic Manifestation
Uncommon Invention Salvage (Technological) A gas based piston.
Rare Invention Salvage (Arcane) A remnant of a psychic anifestation. Psionic Threat Report
Polycarbon
Uncommon Invention Salvage (Technological) A thermoplastic used in man facturing.
Uncommon Invention alvage (Arcane) An official FBSA report n psionic threats to Paragon City. Psionically Charged Brass
Positronic Matrix
Rare Invention Salvage (Technological) A learning computer that can adapt to any given situation.
Rare Invention Salvage (Arcane) Brass pieces that are co vered in psychic ectoplasm. Reactive Gas
Prophecy Rare Invention Salvage (Technological) A canister of flammable or explosive gas. Rare Invention Salvage (Arcane) Only the Fates know if this pr ophecy will come true.
Regenerating Flesh
Psionic Ectoplasm Common Invention Sal age (Arcane) This piece of flesh seems to be growing into... something. Uncommon Invention Salvage (Arcane) Physical residue from the ma ifestation of psionic powers.
Rikti Alloy
Rare Invention Salvage (Technological) An alloy of Rikti metals, making for a lightweight, extremely urable, metal.
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Ruby
Scope
Common Invention Salvage ( rcane) A red coloured precious gem.
Uncommon Invention alvage (Technological) A lens-based sight used to aim weapons.
Rune Silver
Common Invention Salvage ( rcane) A symbol of magical writing, ontaining within it great power.
Common Invention Sal age (Technological) A small bar of silver.
Runebound Armour Simple Chemical
Common Invention Salvage ( rcane) An armour plate empowered with runes. Sapphire
Common Invention Sal age (Technological) A simple chemical, in a ealed container. Soul Trapped Gem
Uncommon Invention Salvage (Arcane) A blue coloured precious gem. Scientific Law
Rare Invention Salvage (Arcane) A gemstone with the soul of a sentient being trapped inside of it. Soulbound Armour
Uncommon Invention Salvage (Technological) A proven scientific principal. Scientific Theory
Uncommon Invention alvage (Arcane) A piece of armour with an unwilling soul bound into it.
Common Invention Salvage (Technological) A simple theory of science, o tlined in a notebook.
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Source Code
Steel
Rare Invention Salvage (Technological) A collection of files that can b e converted from a human readable form t to a computer-executable one.
Uncommon Invention alvage (Technological) A small bar of steel. Strand of Fate
Spell Ink
Common Invention Salvage ( rcane) Inks used in the transcribing f powerful magic spells.
Rare Invention Salvage (Arcane) One of the strands of fa te that determine the destiny of everyone on the planet. Symbiotic Armour
Spell Scroll
Common Invention Salvage ( rcane) A scroll describing a simple sp ell.
Rare Invention Salvage (Arcane) A piece of armour with a willing entity bound into it.
Spirit Thorn
Symbol
Common Invention Salvage ( rcane) A thorn from the Spirit Tree.
Uncommon Invention alvage (Arcane) A powerful piece of ma ical writing.
Spiritual Essence
Synthetic Intelligence nit
Common Invention Salvage ( rcane) Physical evidence of an ether al spirit.
Rare Invention Salvage (Technological) A self-aware artificial in telligence.
Stabilised Mutant Genome
Common Invention Salvage (Technological) This is a genome of a harmless mutation.
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Temporal Analyser
Titanium Shard
Common Invention Salvage (Technological) A chronal device that tracks t e current fourth dimensional offset and velocity.
Uncommon Invention alvage (Technological) A shard of titanium. Unearthed Relic
Temporal Sands
Uncommon Invention Salvage (Arcane) Sand from an ancient hourgla ss.
Uncommon Invention alvage (Arcane) A powerful magical dev ice. Unquenchable Flame
Temporal Tracer
Uncommon Invention Salvage (Technological) A device that allows its user t o determine what time period a given obj ct is from. Thorn Tree Vine
Uncommon Invention Salvage (Arcane) This is a vine from the Thorn ree.
Uncommon Invention alvage (Arcane) This fire never consume s it's fuel, and is impossible to put out. Volume of the Obsidia Librum
Uncommon Invention alvage (Arcane) One of many copies of the multiple volumes of the Obsidia Librum.
Salvage D op Rate Summar Table
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Enhanc ment recipes lis ing Accuracy Re ipe
Level
1
Influence/Infamy Co t To Purchase
To Craft
1,650
3,300
Effect
Invention Salva e Pieces
+10% to attack 1 Luck Charm
2
3,500
7,000
+20% to attack 1 Boresight
3
16,000
32,00
+30% to attack 1 Alchemic l Silver
4 5
17,400
34,80
+40% to attack
30,300
40,40
+50% to attack
1 Scientific heory 1 Fortune 1 Mathematic Proof
This enhancement improves the accuracy of your power
Damage
Level
1
Influence/Infamy Co t To Purchase
To Craft
1,700
3,400
Effect
Invention Salva e Pieces
+1 damage 1 Inanimate Carbon Rod
2
3,550
7,100
+2 damage 1 Brass
3
16,350
32,70
+3 damage 1 Masterwork Weapon
4
17,750
35,50
+4 damage 1 Iron
5
30,975
41,30
+5 damage 1 Demonic hreat Report 1 Kinetic W apon
This enhancement improves the damage of your power
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Defence Buf
Level
1
Influence/Infamy Co t To Purchase
To Craft
1,200
2,400
Effect
Invention Salva e Pieces
+5% to Defence 1 Ancient A tefact
2
2,500
5,000
+10% to Defence
1 Luck Charm 1 Runebound Armour
3
11,450
22,90
+15% to Defence 2 Runes
4
12,400
24,80
+20% to Defence 1 Alchemic l Silver
5
21,750
29,00
+25% to Defence 1 Fortune 1 Ruby 1 Ceramic Armour Plate
This enhancement improves the buff of your Defence powers
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Endurance odification
Level
1
2
Influence/Infamy Co t To Purchase
To Craft
1,350
2,700
2,850
5,700
Effect
Reduces use of power by -1 endurance point Reduces use of power by -2 endurance points
Invention Salva e Pieces
1 Spell Scr ll 1 Spiritual Essence 1 Simple Chemical
3
4
13,100
14,200
26,20
28,40
Reduces use of power by -3 endurance points Reduces use of power by -4 endurance points
1 Demonic lood Sample 1 Inert Gas 1 Stabilized Mutant Genome
5
24,825
33,10
Reduces use of power by -5 endurance points
1 Ruby 1 Spirit Thorn 1 Mathematic Proof
This enhancement modifies the ndurance cost of your power
Endurance R duction
Level
1 2
Influence/Infamy Co t To Purchase
To Craft
1,600
3,200
3,300
6,700
3
15,200
30,40
4
16,500
33,00
5
28,875
38,50
Effect
Reduces use of power by -1 power point Reduces use of power by -2 power points Reduces use of power by -3 power points Reduces use of power by -4 power points Reduces use of power by -5 power points
Invention Salva e Pieces
1 Ancient A tefact 1 Spell Scr ll 1 Inert Gas 1 Stabilized Mutant Genome 1 Nevermelting Ice 1 Silver
This enhancement modifies the ower cost of your power
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Healing
Level
1
Influence/Infamy Co t To Purchase
To Craft
1,700
3,400
Effect
Invention Salva e Pieces
+1 point to healing 1 Spiritual Essence
2
3,550
7,100
+2 points to healing 2 Human Bl od Samples
3
16,350
32,70
+3 points to healing
4
17,750
35,50
+4 points to healing
1 Demonic lood Sample 2 Ancient B nes
5
30,975
41,30
+5 points to healing 2 Regenerating Fleshes 1 Spirit Thorn
This enhancement improves the healing of your power
Hold
Level
1
Influence/Infamy Co t To Purchase
To Craft
1,150
2,300
2
2,350
4,700
3
10,800
21,60
4
11,700
23,40
5
20,475
27,30
Effect
Adds +1 Combat Round to duration Adds +1 Combat Round to duration and increases range by +5m Adds +2 Combat Rounds to duration and increases range by +10m Adds +2 Combat Rounds to duration and increases range by +15m Adds +3 Combat Rounds to duration and increases range by +20m
Invention Salva e Pieces
1 Human Bl od Sample 2 Simple Chemicals
2 Demonic lood Samples 1 Stabilized Mutant Genome
1 Ruby 1 Regenerating Flesh
1 Mathematic Proof This enhancement improves the hold duration and range of your power
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Immobilise
Level
1
2
3
4
5
Influence/Infamy Co t To Purchase
To Craft
1,250
2,500
2,600
11,950
12,950
22,650
5,200
23,90
25,90
30,20
Effect
Adds +1 Combat Round to duration Adds +1 Combat Round to duration and increases range by +5m Adds +2 Combat Rounds to duration and increases range by +10m Adds +2 Combat Rounds to duration and increases range by +15m Adds +3 Combat Rounds to duration and increases range by +20m
Invention Salva e Pieces
1 Spell Scr ll 1 Inanimate Carbon Rod 1 Computer Virus
1 Rune 1 Inert Gas 1 Iron
1 Nevermelting Ice 1 Regenerating Flesh
1 Temporal nalyser This enhancement improves the immobilisation duration and range of your power
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Range
Level
1 2
Influence/Infamy Co t To Purchase
To Craft
1,350
2,700
2,850
5,700
Effect
Increases range by +10m Increases range by +20m
Invention Salva e Pieces
1 Spiritual Essence 1 Simple Chemical 1 Boresight
3
13,100
26,20
4
14,200
28,40
5
24,825
33,10
Increases range by +30m Increases range by +40m Increases range by +50m
1 Rune 2 Scientific heories 2 Rubies 1 Silver
This enhancement improves the range of your power
Resist Dama e
Level
1 2 3 4 5
Influence/Infamy Co t To Purchase
To Craft
1,150
2,300
2,350 10,800
4,700 21,60
11,700
23,40
20,475
27,30
Effect
Adds 1 level to Armour or Protection power Adds 2 levels to Armour or Protection Adds 3 levels to Armour or Protection Adds 4 levels to Armour or Protection Adds 5 levels to Armour or Protection power
Invention Salva e Pieces
2 Runebound Armours 1 Simple Chemical 1 Rune 2 Improvise Cybernetics 1 Nevermelting Ice
2 Ceramic Amour Plates This enhancement improves the damage resistance of your Armour or Protection power
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Sleep
Level
1
2
3
4
5
Influence/Infamy Co t To Purchase
To Craft
1,250
2,500
2,600
11,950
12,950
22,650
5,200
23,90
25,90
30,20
Effect
Adds +1 Combat Round to duration Adds +1 Combat Round to duration and increases range by +5m Adds +2 Combat Rounds to duration and increases range by +10m Adds +2 Combat Rounds to duration and increases range by +15m Adds +3 Combat Rounds to duration and increases range by +20m
Invention Salva e Pieces
1 Luck Charm 1 Clockwork Winder 1 Inanimate Carbon Rod
1 Ancient B ne 1 Spell Ink 1 Iron
1 Nevermelting Ice 1 Temporal nalyser 1 Mathematic Proof
This enhancement improves the sleep duration of your power
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Villains & Vigilantes a general rule of thumb as not every encounter will see the characters up against a group of enemies. Also, if too few enemies are encountered, the characters will progress at a slower pace and this may frustrate the players.
There are over a dozen gangs and criminal cartels at work in Paragon City, far more than we can examine here. Here’s a look at the groups you encounter most often as you rise from Security Level 1 to 10. Be aware that villains have ranks within their organisations. Minions are line troops, lieutenants are officers, and bosses are commanders. Be much more cautious of lieutenants and especially bosses than you would be with a minion. Leaders tend to have abilities that make them particularly dangerous.
NOTE FOR THE GM: Gamemasters should be mindful of scaling the number of adversaries encountered to the number of player characters in their game. The more player characters in the game, the greater the number of minions and lieutenants there should be in any group of adversaries encountered. This is
Gaining Experience Points from defeating enemies (option) If you are using the Security Levels optional rule, then refer to the table below to determine what experience and influence points the characters will receive each time they defeat a foe. The amount of experience and influence points gained is based solely on the threat level of the foe and whether the foe is a minion, lieutenant or a boss. This is detailed in the table below.
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For example: Stormbolt defeats four Skull thugs in a fight. Three of the Skulls were minions and the fourth was a lieutenant. All four were Threat Level 3. This means that Stormbolt receives 10 experience points for each minion and 20 for the lieutenant (total of 50 experience points). He also receives 5 influence points for each of the minions and 10 influence points for the lieutenant (total of 25 influence points).
Threat Level 1 2 3 4 5 6 7 8 9 10
Minion Exp: 10 Inf: 5 Exp: 10 Inf: 5 Exp: 10 Inf: 5 Exp: 20 Inf: 10 Exp: 20 Inf: 10 Exp: 30 Inf: 15 Exp: 30 Inf: 15 Exp: 40 Inf: 20 Exp: 40 Inf: 20 Exp: 50 Inf: 25
Lieut.
Boss
Exp: 20 Inf: 10 Exp: 20 Inf: 10 Exp: 20 Inf: 10 Exp: 30 Inf: 15 Exp: 30 Inf: 15 Exp: 40 Inf: 20 Exp: 40 Inf: 20 Exp: 50 Inf: 25 Exp: 50 Inf: 25 Exp: 60 Inf: 30
Exp: 30 Inf: 15 Exp: 30 Inf: 15 Exp: 30 Inf: 15 Exp: 40 Inf: 20 Exp: 40 Inf: 20 Exp: 50 Inf: 25 Exp: 50 Inf: 25 Exp: 60 Inf: 30 Exp: 60 Inf: 30 Exp: 70 Inf: 35
Threat level hit points for foes (option) If the optional Security/Threat Level rule is being used for characters, this rule will also need to be applied to all enemies the characters may encounter. Most importantly, gamemaster’s will need to include the additional hit points that Security/Threat Levels provide to all characters.
A simple rule of thumb is divide the adversaries level by 2 (round all fractions down) and add this value to the number of total hit points the adversary possesses.
A Skull and a Hellion minion spoiling for a fight. These are Paragon City’s two base-level street gangs. Although they are not the most highly powered villains in the city, they are quite prosperous, thanks to their control of the street-level market for the power boosting drug “Dyne” (Superadine). The Hellions claim Atlas Park and Galaxy City, while the Skulls control Kings Row. The two gangs are engaged in a turf war over the outer region of Perez Park. The Skulls wear skeleton masks. Minions are called Gravediggers and lieutenants are called Death Heads. The bosses, called Bone Daddies, specialise in Negative Energy attacks. The Hellions sport elaborate looking tattoos and makeup. Their minions are called Blood Brothers, and lieutenants are
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The Fallen. The bosses call themselves The Damned and use flame powers.
Characteristic Roll Average STR 3D6 10-11 CON 3D6 10-11 SIZ 2D6+6 13-14 INT 2D6+6 13-14 POW 3D6 10-11 DEX 3D6 10-11 APP 3D6 10-11 Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head
Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
Ar/Hp 0/5 0/5 0/5 0/6 0/4 0/4 0/5
Move: 10 Hit Points: 13 Threat Level: 1 to 10 Damage Bonus: +1D4 Armour: 1 point leather jacket Attacks Weapon % Damage Pistol (Hvy) 25 1D10+2 impale Switchblade 40 1D4+db impale Baseball Bat 40 1D6+db crushing Fist 35 1D3+db crushing Kick 35 1D6+db crushing Head Butt 25 1D3+db crushing Skills: Spot 40%, Listen 35%, Track 20%, Hide 40%, Stealth 35%, Throw 35%. Powers: Energy Projection: Darkness (Skulls) or Heat (Hellions) up to 10 levels
The Clockwork are small robots (well, some are actually pretty darn big!). If they weren’t so dangerous they’d look rather cute. They even have absurd rotating keys projecting out of their backs, like a mechanical toy.
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They wander industrial areas looking for scrap, and attack anyone who disturbs them with electrical blasts. Clockwork Minions are divided between Sprockets, the somewhat larger and more powerful Cogs, and the hovering Oscillators. Clockwork bosses are called Knights, Dukes and Princes, leading to speculation that there’s a Clockwork King behind the whole surreal endeavour somewhere. Sprocket (minion) Characteristic Roll
STR CON SIZ INT POW DEX APP
Average 16 16 10 10 5 5 1D6+2 5 2D6 7 13 13 N/A N/A
Cogs & Oscillators (lieutenant) Characteristic Roll Average
STR CON SIZ INT
24 15 12 2D6+2
24 15 12 9
POW DEX
2D6 13
7 13
APP
N/A
N/A
Knights, Dukes & Princes (boss) Characteristic Roll Average
STR
42
42
CON SIZ
25 25
25 25
INT POW DEX APP
2D6+6 3D6 10 N/A
13-14 10-11 10 N/A
Sprockets & Cogs Hit Location
Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Oscillators Hit Location
Leg Abdomen Chest Right Arm Left Arm Head Rotors
Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
Ar/Hp 8/3 8/3 8/3 8/4 8/2 8/2 8/3
Melee 01-04 05-08 09 10-12 13-15 16-17 18-20
Ar/Hp 10/5 10/5 10/5 10/6 10/4 10/4 10/5
Knights, Dukes & Princes Hit Location Melee
Right Leg
01-04
Left Leg Abdomen Chest
05-08 09-11 12-13
Right Arm Left Arm
14-16 17-19
Head
20
Ar/Hp 12/5 12/5 12/5 12/6 12/4 12/4 12/5
Move: 10 (12 for the flying f lying Oscillators) Hit Points: Minion 8, Lieutenant 14, Boss 25 Threat Level: 1 to 10 Damage Bonus: Lieutenants +1D6, Bosses +2D6 Armour: Minions, 8 point metal alloy construct. Lieutenants, 10 point and Bosses, 12 point metal alloy construct. Attacks Weapon % Damage Fist 35 1D3+db crushing Kick 35 1D6+db crushing
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Skills: Spot 40%, Listen 35%, Track 20%, Hide 20%, Stealth 25%, Throw 35%. Electricity up Powers: Energy Projection: Electricity up to 10 levels. Charged Bolts: Electricity up Electricity up to 10 levels. Extra Energy: from 3 to 10 levels. Note: All Clockwork minions carry a battery pack that holds 30 power points, whilst Clockwork lieutenants carry battery packs that hold 50 power points and bosses have 100 power point battery packs.
With powers drawn from the murky well of prehistoric occult lore, the Circle of Thorns is Paragon City’s most powerful and widespread magical cabal, with followers that run the gamut of power from the most basic to the very highest elites. They are known to kidnap innocents for sacrificial rites. Their lowest-level operatives are guards; normal humans who seem to hold the Circle in cultish devotion. The most proficient of these guards are dubbed Thorn Wielders. The guards protect the Circle mages, who command potent mystic power. The lowest tier of mages are called the Life Mages, with Energy, Force and Soul Mages making up the higher echelons of the Circle’s magical brotherhood. It is rumoured that at the highest levels of power, the Circle can command ancient spirits to come and fight on their behalf.
Characteristic Roll Average STR 3D6 10-11 CON 3D6 10-11 SIZ 2D6+6 13-14 INT 2D6+6 13-14 POW 3D6 10-11 DEX 3D6 10-11 APP 3D6 10-11 Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head
Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
Ar/Hp 1/5 1/5 2/5 2/6 1/4 1/4 1/5
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Move: 10 Hit Points: 13 Threat Level: 1 to 10 Damage Bonus: +1D4 Armour: 1 point of linen robes Attacks Weapon % Damage Thornblade 40 1D8+1+db bleed Knife 40 1D3+1+db imp. imp. Fist 35 1D3+db crushing Kick 35 1D6+db crushing Crossbow M. 25 2D4+2 impale Skills: Spot 40%, Listen 35%, Track 20%, Hide 40%, Stealth 35%, Throw 35%. Powers: Any Magic or Sorcery powers.
Low level Council operatives are organised into paramilitary units. The line troops call themselves Nebula and wear uniforms. The special ops forces are called Penumbra, and there persist rumours of an elite force calling themselves Vortex. The Council are one of the most pervasive and powerful criminal organisations in the world with forces who range in power level from the lowest to the very highest. It’s said that The Council uses robotic troops to threaten more powerful Heroes, while the most terrible forces of the organization are barely human, resembling monsters of legend. Recently the villain group known as the 5 Column were overthrown from within. th Certain high-ranking 5 Column officers were actually agents of another villain group, and when they saw that the time th was right, they subverted the 5 Column and transformed it almost overnight into the military machine known as The Council.
th
Characteristic Roll Average STR 3D6 10-11 CON 3D6 10-11 SIZ 2D6+6 13-14 INT 2D6+6 13-14 POW 3D6 10-11 DEX 3D6 10-11 APP 3D6 10-11
75
Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head
Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
Ar/Hp 4/5 4/5 1/5 9/6 1/4 1/4 3/5
Move: 10 Hit Points: 13 Threat Level: 1 to 10 Damage Bonus: +1D4 Armour: 8 point bulletproof vest (4 points versus melee weapons), 1 point combat fatigues and 3 point light helmet. 3 point combat greaves cover the legs. Lieutenants and bosses have ballistic cloth as well. Attacks Weapon % Damage Pistol (Hvy) 25 1D10+2 impale Knife 40 1D3+1+db imp. Submachine 40 1D10 impale Gun Assault Rife 40 2D6+2 impale 4D6/2D6/1D6 Shotgun 40 impale Fist 35 1D3+db crushing Kick 35 1D6+db crushing Head Butt 25 1D3+db crushing Skills: Spot 40%, Listen 35%, Track 20%, Hide 40%, Stealth 35%, Throw 35%. Martial Arts 40% Powers: None. Only elite bosses possess powers.
The grotesque Vahzilok are perhaps the most hideous, if not the most powerful, criminal gang in the city. They are
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notorious for kidnapping innocents off the street and using them for horrible experiments in vivisection and revivification. The Vahzilok are constantly surrounded by a foul miasma of death. Vahzilok operatives call themselves Reapers; senior Reapers are called Mortificators. They command forces of Cadavers — reanimated corpses — and Abominations, which are Cadavers who have been surgically modified for extra size and power. Some Cadavers and Abominations (which the Vahzilok refer to as “embalmed,” in a ghastly jest) are modified to be undead bombs that explode when attacked. As repellent as the Vahzilok line troops are, the most feared Vahzilok are the mysterious and weirdly beautiful Eidolons, who command formidable Energy powers. NOTE: For Cadavers, use the Zombie statistics on p.350 of the BRP rulebook.
3D6 3D6
10-11 10-11
SIZ INT POW DEX APP
2D6+6 2D6+6 3D6 3D6 3D6
13-14 13-14 10-11 10-11 10-11
Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head
Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
1D6+db impale 1D3+db crushing 1D6+db crushing
25
Skills: Spot 40%, Listen 35%, Track 20%, Hide 40%, Stealth 35%, Throw 35%. Powers: none. Eidolons Characteristic Roll
STR
INT POW DEX APP
Ar/Hp 0/5 0/5 0/5 0/6 0/4 0/4 0/5
Damage
1D6+2 poisoned impale @ Crossbow poison is a tranquiliser. A target who suffers damage after being hit with a crossbow bolt must succeed in a Stamina roll or fall unconscious for 1D10 minutes. @
Crossbow L.
CON SIZ
Reapers & Mortificators Characteristic Roll Average
STR CON
Move: 10 Hit Points: 13 Threat Level: 1 to 10 Damage Bonus: +1D4 Armour: none. Attacks Weapon % Knife Butcher 45 Fist 35 Kick 35
Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head
Average 3D6 10-11 3D6 10-11 2D6+6 13-14 2D6+6 13-14 3D6 10-11 3D6 10-11 3D6 10-11 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
Ar/Hp 1/5 1/5 1/5 1/6 1/4 1/4 1/5
Move: 10 Hit Points: 13 Threat Level: 1 to 10 Damage Bonus: +1D4
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