COH:City Of Powered People
Each archetype has a selection of primary and secondary Powersets.
An enhancement can be used to "enhance" a power. Enhancements will typically be rewarded by completing a mission.
Each power can have up to 6 slots. An enhancement can be place in each slot. You gain slots as you level.
Inspirations are a representation of a hero’s gumption. They provide temporary boosts to the user’s capabilities, letting dig deep inside themselves to find sudden strength.
Each hero is able to store up to four Inspirations at once. Using an Inspiration is a Free Action, which must be done at the start of the user’s turn.
Inspirations can be gained in several different ways. Defeating a Lieutenant gives a 50% chance to earn an Inspiration, while defeating a Captain always earns one. Additionally, the GM can reward players for clever play or lucky rolls at his discretion.
|1||Enrage: +15 Damage for 1 turn or +1 Duration to the next debuff or mez|
|2||Insight: +7 Accuracy for 1 turn|
|3||Luck: +7 Defense(All) for 1 turn|
|4||Sturdy: +10% Resistance(All) for 1 turn|
|5||Respite: 20% of the user’s maximum health is healed|
|6||Catch a Breath: 3 Endurance to the user|
|7||Break Free: The user is immediately freed of all mezzes. This can be used while under the effects of a mez.|
|8||Awaken: The user is revived with 30% health and 5 Endurance|
The game master will award each player 1 - 5 XP per encounter.
Every player has a certain number of Hit Points and Endurance. Hit Points are a measure of
a character’s resilience and ability to weather villains’ attacks. When a character’s Hit Points
reach zero, he is defeated, and is whisked away by the city’s medical teleporters to have their
A defeated character no longer participates in the current combat.
Endurance is the energy that a hero uses to fuel their powers. Every hero, no matter the source of their powers, uses Endurance, be it their reservoir of magical energy, the power reserves of their advanced technology, or the amount of ammunition they have remaining. Every power costs a certain amount of Endurance, and if a hero does not have enough Endurance to activate a power, he cannot use it. The amount of Endurance a hero has available is dependent on his Archetype, and Level.
NPCs do not have Endurance. They can always use any power they possess as long as it is not recharging.
At the beginning of each round you recover some of your expended endurance. The amount you recover per turn is based on your Maximum Endurance and any bonuses to recovery you might have.
- Recovery = MaxEnd / (60 / 1 + RecoveryMod)
So, a beginning player's Endurance Per Second (EPS) is 100 / (60 / 1 + 0) = 1.67 EPS
Rounds and Initiative
At the beginning of a combat, each player and NPC rolls for Initiative by rolling a d20. If any ties are rolled, the characters in conflict roll again to decide the tie; this continues until initiative order is established.
Once the last player in Initiative takes their turn, a new round begins, and the turn order starts from the beginning again. Many powers have durations; 1 is subtracted from the duration at the end of the user’s turn.
When a player wishes to use a power, move, or interact with the environment, he needs to use an Action. In a turn, each player can perform a single Full Action or two Half Actions, as well as however many Free Actions the GM allows in one turn.
Every power has to "recharge" before it can be used - a power’s recharge time is listed in the power's description. The same power cannot be used more than once in a turn.
If a player wishes to take an action that is not explicitly laid out in the rules, like disarming a bomb or deciphering a mystical inscription, it is up to the GM to decide what kind of Action will be required.
Resistance and Defense
To protect themselves from enemy attacks, characters use defensive attributes, such as Resistance and Defense. Resistance is a percentage reduction of any damage that the character takes. Once you have subtracted the character’s Resistance from the damage of an attack, round down.
Defense makes the character harder to hit; essentially, it reduces the attacker’s Accuracy for the purposes of attacking the target.
"Mez" effects, also called control effects, are power effects that somehow incapacitate a target or prevent it from harming the user. The following are the mez effects that can be found in the game:
- Hold: A Held target is totally restrained. It cannot act in any way.
- Immobilize: An Immobilized target is rooted to the spot in some way. It can use powers, but cannot take Move Actions.
- Stun: A Stunned target has been knocked silly, and while it can stumble about, it cannot focus enough to take offensive or defensive action. It can take Move Actions, but cannot use powers.
- Sleep: A sleeping target has been subdued in some subtle way. The effects are potent, but easily disrupted. The target cannot act in any way, but will immediately awaken if damaged, moved, or healed.
- Knockdown: A target that is Knocked Down is thrown to the ground. It cannot act until it uses a Half Action to get to its feet.
- Knockback: A power that causes Knockback sends the target flying. It pushes the target one Range away from the user of the power. This need not be directly backwards, but it is up to the GM whether an enemy can be pushed in a given direction. Once it lands, the target is Knocked Down.
- Knock Away: Knock Away sends the target hurtling through the air. It functions as Knockback, but pushes the target two Ranges.
- Confuse: A Confused target is befuddled, his actions uncoordinated and unable to tell friend from foe. Each turn he is Confused, a d100 must be rolled at the start of his turn. On a roll of 1-33, he does nothing. On a roll of 34-66, he attacks himself. On a roll of 67-100, he attacks one of his allies. It is up to the GM what powers the Confused entity uses in case of the latter two results.
- Debilitate: A Debilitated target has been afflicted with some crippling effect, that may overwhelm it completely. It has a certain chance to be unable to act, based on the power being used. At the beginning of its turn, a Debilitated character must roll a d100. If the result is higher than their Debilitate chance, the target cannot act. There are two kinds of Debilitate: Half and Full. Half Debilitate, if not resisted, removes one of the target’s Half Actions on that turn. Full Debilitate removes the target’s action entirely (essentially, it is Held). Debilitate will always be displayed as Debilitate(x,y), where x is the strength of the Debilitate and y is whether it is a Half or Full Debilitate.
- Fear functions the same way as Debilitate, but is a separate effect for the purposes of resisting it.
- Fatigue: When a power that causes Fatigue is used on a target, the target gains a certain amount of Fatigue. If the target’s Fatigue reaches a total of 100 at any time, it is immediately mezzed and cannot act (essentially, it is Held) until the target’s Fatigue drops below 100. Fatigue will always be displayed as Fatigue(x,y), where x is the strength of the Fatigue and y is the duration of the Fatigue.
- Repel moves a target away from the source of the repel. Unlike Knockback, it does not also Knockdown the target; however, it is not resisted by Knockback protection.
- Taunt prevents a target from attacking anything other than that which taunted it on its next turn.
- Provoke is a weaker version of Taunt; if the affected target attacks a target other than the one which Provoked it, it suffers a 14 Accuracy debuff.
Magnitude, or Mag, is a measure of how powerful the effects of a mez are. The standard application of a power's mag is to determine what kind of enemy it may effect. To mez a Minion, only a mag of 1 is required. To mez a Lieutenant, a mag of 2 is needed, and to affect a Captain, a mag of 3 is generally needed. Powerful unique enemies higher than the rank of Captain may demand even more magnitude to restrain them. This target number is the character's mez protection. Most ordinary mezzes have a magnitude of 2.
Mez effects of the same type stack with each other. If more than one is applied to the same target, the magnitudes are added to one another
The above rules for magnitude and mez protection apply to Hold, Stun, Sleep, Immobilize, and Confuse effects. Other types of mez have differing rules.
Debilitate and Fear have no real magnitude; if a character fails his roll to resist the effect, he loses his action, no matter what. However, a character can have Debilitate or Fear Protection, which directly subtracts from the power of the effect. A power that inflicts 30 Debilitate, when used on a target that has 25 Debilitate Protection, will only have a 5% chance to Debilitate (meaning that the target will only be mezzed if he rolls 5 or lower).
Fatigue also has no magnitude; if the Fatigue applied to the target reaches 100, the target is disabled. Instead, Fatigue Resistance 'absorbs' a certain amount of Fatigue, effectively raising the amount required to disable a character above 100.
Taunt and Provoke are automatic effects which do not have a magnitude, but it is possible for an enemy to have protection from these effects.
Buffs and Debuffs
All buffs and debuffs tick down at the end of the user’s turn.
- +Accuracy and -Accuracy: These increase or decrease the Accuracy of all of the target’s powers while in effect.
- +Damage and -Damage: These increase or decrease the damage of all powers the target uses while in effect.
- +Defense and -Defense: These increase or decrease the Defense of the target while in effect. +Defense will always tell which Defense types it improves, while -Defense applies to all of the target’s Defense types. The target’s Defense can be debuffed below zero, which makes all attacks against the target easier to hit; -3 Defense works like applying +3 Accuracy to any attack made against that target.
- +Resistance and -Resistance: These increase or decrease the Resistance of the target while in effect. +Resistance will always tell which Resistance types it improves, while -Resistance applies to all of the target’s Resistance types. The target’s Resistance can be debuffed below zero, which makes all attacks against the target do more damage. -10% Resistance makes all incoming attacks do 10% more damage.
- Ignite: All powers that inflict Ignite are Fire powers. While Ignite is on a target, the next Fire damage made against the target explodes the debuff, doing 10% more damage. This destroys the debuff.
- Absorption: Absorption is a temporary shield that blocks a certain amount of damage. Functionally, it works like a heal that can extend beyond a character’s maximum Hit Points.
- Smashing powers are usually blunt attacks, like punches. They hit foes with crushing force.
- Lethal powers are either slashing or piercing blows. Blades and bullets are Lethal attacks.
- Fire powers burn their foes with overwhelming heat. Most Fire attacks inflict Ignite.
- Cold powers chill their targets, freezing them solid. Cold attacks often inflict Debilitate, leaving their foes utterly helpless.
- Energy powers include radiation, lightning, and cosmic force. Zapping or blasting foes with strange energy can cripple them completely.
- Negative powers strike their enemies with horrible darkness. They are terrifying, leaving their victims cowering in fear or unable to see clearly.
- Psionic powers are displays of incredible mental prowess. Mind control or mental blasts count as Psionic attacks.
- Toxic powers are corrosive acid attacks. They eat through their foes, bypassing most normal defenses.
- Melee powers can only be used in Close range. They include attacks like punches or kicks, as well as swinging a weapon like a sword.
- Mid-range powers can be used at Medium range. Throwing a fireball, firing a gun, or blasting someone with eye beams are all Mid-range powers. Mid-range powers can be used beyond Medium range; this reduces the accuracy of the power by 7 for every range extended. For example, trying to shoot a bolt of lightning with 65 accuracy at Far range drops the accuracy to 58.
- Self powers are powers that only affect the user. These represent the character drawing on some kind of inner strength to temporarily enhance their abilities. They do not require an accuracy check.
- Toggle powers are special types of Self powers. They are powers that the character can keep up with only minimal effort. Toggle powers are considered to always be active unless the user is Held, Stunned, Slept, or Fatigued. If so, all toggle powers are turned off, and the user must spend a half action in order to turn all of their toggles back on.
- Auto powers are special types of Toggle powers. They are powers that the character can keep up without any effort at all. Auto powers are always in effect, even when the user is mezzed. They do not need to be activated.
The following archetypes are currently available: