Beruflich Dokumente
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VERSION 1.0
A non-for-profit community based game conversion of CITY OF HEROES for use with the Chaosium
BASIC ROLE PLAYING (BRP) system
Welcome to the City of Heroes Basic Role Playing Quickplay Pack. With the
information provided here, you can play this super-hero
super hero game set in Paragon
City using the Basic Role Playing rules. Find out more about the City of
Heroes at:
http://cityofheroes.wikia.com/wiki/Main_Page.
This Quickplay Pack provides a set of rules to allow for the roleplaying of
Heroes and Villains in the City of Heroes universe. A set of Chaosiums Basic
Role Playing (BRP) rules is required to play the supplement. The information
provided here compliments that rule set and provides additional optional rules
for use with BRP.
NOTE: All information provided here comes from freely available material on the internet.
CHARACTER
CREATION
This Quickplay pack has been designed to faithfully. He also shows no mercy to his
bring the City of Heroes (CoH) and City of foes and those who cross or fail him.
Villains (CoV) universe, set in Paragon City,
into Chaosiums Basic Role Playing system. Leading the fight against Arachnos is The
Vanguard. An organisation of heroes
The game world of CoHs and CoVs allows setup to protect the citizens of Paragon
for super-heroes of all makes and City from those who would oppress and
varieties, from psychics to technology- subjugate her. Welcome heroes and
heads, from magic users to mutants, and villains alike to Paragon City.
from normal men and woman who do
extraordinary things to true caped
crusader super-heroes. Here heroes and
villains can be found who employ super-
powers derived from magic, mutations,
Creating A
psychic abilities, sorcery, and true super-
powers. The people of Paragon City
Hero or
affectionately, and sometimes
degradingly, refer to heroes as capes, a Villain
term that comes from the many varied
and colourful costumes that heroes ware Before you can play City of Heroes BRP,
in order to protect their secret identities. you will, of course, need to create a Hero
(or Villain if you prefer to play in the City
In a hustling, thriving and vibrant city like of Villains companion universe).
Paragon City, crime and villainy are
everywhere and the Paragon Police
Department (PPD) have their hands full
FIRST THINGS FIRST
Go through the normal character creation
keeping law and order and are always on
steps as outlined in the Basic Role Playing
the lookout for a helping hand.
rulebook, Chapter 2: Characters, starting
on p 15. Follow the creation process from
On the scout too are Arachnos a master
Steps 1 through to 5. Ignore Step 2 for
criminal organisation with no scruples.
now as this is dealt with in more detail
Arachnos lay a web of intrigue and
below. When you come to the end of Step
violence and are always recruiting to their
5 stop and come back to this Quickplay
ranks villains who show their worth. Lord
pack and follow the steps below before
Recluse, the undisputed leader or
proceeding on with the rest of the steps
Arachnos rewards those who serve him
outline in the BRP rulebook.
NOTE for the GM:
Step 5 in the BRP rulebook lists four You may select one of five available
optional rules; Skill Bonuses, Hit Points origins. Each origin has a primary power
per Location, Fatigue Points and Sanity. All set that they can purchase powers from at
these optional rules can be used in CoH half the normal cost (round all fractions
BRP. The gamemaster should feel free to down). This power-set is called the
use any, all or none of them. If the Fatigue Origins primary power-set.
Points option is being used, just keep in
mind that the CoH BRP Quickplay pack A Characters Origin allows them to still
calls Fatigue Endurance. Endurance and purchase powers from any of the other
Fatigue are exactly the same thing and power-sets. But they pay the normal cost
Endurance uses the Fatigue optional rules listed for the powers in those other
as presented in the BRP Rulebook. The power-sets. These other non-primary
term Endurance is used here instead of power-sets are called the Origins
Fatigue in order to achieve consistency secondary power sets.
with the City of Heroes universe.
In general, characters can chose the
There are a few additional steps in the powers from their primary power set at
creation of a character. These steps are half the normal cost listed within the BRP
undertaken before the player chooses the rules. A player may also purchase powers
powers their character will posses and use from the secondary power-sets for their
in the game. Powers normally are dealt Origin however, purchasing a power from
with in Step 2 of the BRP Rulebook, but a secondary power-set costs the normal
we will address all that a little later. The value listed within the BRP rules.
additional steps of character creation are
outlined below. These steps are: The reduced cost for buying primary
I. Chose your characters Origin; powers applies to both the initial cost of
II. Chose your characters Archetype; purchase of the power and also the
III. Determine if the optional purchasing of additional levels in that
Security/Threat Level rules will be power. However, the cost to use the
used (detailed below). power (either in Power Points or Fatigue
Points) remains as is listed for the power
in the BRP rulebook. There is not discount
ORIGIN when using a power belonging to a
Your origin is the source of your powers. primary power-set.
Were you born with them, or did you
study for long months and years to The five Origins available to heroes and
perfect them? Or perhaps you acquired villains are:
them after some encounter with
mysterious forces?
A mutants primary set of powers is either Characters with a Science origin start out
Mutant powers or Psychic powers. The with a Tranquiliser Dart (Tranq Dart for
player must choose which this will be short) free of cost.
during the character creation process.
As a person of scientific origin you have
All mutants, however, receive the access to many chemicals and agents. This
Mutagen mutation for free during Tranq Dart is the result of experiments
character creation process. This mutation you have conducted and can be used at
is considered a minor mutation and can short range to deal minor damage to a
be raised by expending points from their target. In addition there is a small chance
Power Budget Points. you can put the target to Sleep with this
dart, but they will wake up the next time
Being a mutant has opened the doors to they are damaged or healed.
many opportunities. You have recently
come into possession of these capsules of Use the statistics for Dart in the
genetic Mutagen. You can hurl these Equipment chapter table on p.248, of the
capsules at your enemies at very short BRP rulebook. If the target suffers damage
range, where they explode on impact. from a dart and then fails a Stamina Roll
They deal only minor toxic damage but they will fall asleep. Additional
the mutagen's secondary effect will lower information on Sleep effects can be found
the damage the affected target deals in the Spot Rules of this Quickplay Pack.
out. See Mutagen in the Powers section
of the Quickplay Pack for more details
regarding this power.
There are more things in heaven and Whatever the play style is for the
earth supernatural forces are abroad in character, they will generally fit into one
the world, and either through training and of five playing styles called Archetypes for
discipline, or simple chance, you have Heroes and Villains. Your characters
become a human nexus for them. Archetype is basically your hero or villains
super-profession. Heroes and many
Magical heroes and villains primary set of Villains will generally have a normal
powers is either the magical or sorcery profession that their secret identity does 9
power-sets. Magic Origin character must to 5 in order to earn a living. However, the
choose which of the two sets of magical characters Archetype is, in effect, their
hero/villain profession and is in addition
to the characters normal profession.
Each Archetype starts the game with a If Energy Projection was the power chosen
free bonus/benefit or power that is by the player due to their characters
associated with the archetype. This Origin, then this power begins at Level 2
bonus/benefit/power is in addition to any efficiency. The player can improve the
bonus/benefit/power the character Energy Projection power further through
receives due to their Origin. buying additional levels in the power
using their Power Budget Points.
Hero
ARCHETYPES
You may select one of five available
archetypes for Hero characters.
Blasters begin the game with the Energy The Controller specialises in manipulating
Projection super-power at Level 1 the actions of foes, causing them to stand
efficiency. They must specify the type of immobile in battle, or controlling their
energy they can project (see Types of movements, or even turning them against
Energy on page 150 of the BRP rulebook). their allies.
In addition the Blaster can add +20% to a
ranged weapon skill of their choice (this A Controllers starting power budget for
includes the Projection Skill). purchasing powers comes from adding
their Intelligence (INT) and Power (POW)
This bonus is in addition to any skill points together. Page 141 on the BRP rulebook
allocated to that ranged weapon skill and details the power budget under the
to the Combat skill bonus (if the optional heading Starting Super Powers: the
Characteristic skill modifiers are being Power Budget.
used, see page 31 of the BRP rulebook).
The Blaster must specify which ranged Controllers receive one power free from
weapon skill receives the +20% bonus the Psychic power-set at a 20% chance of
during the character creation process.
success. This power is considered to be, can radically increase the effectiveness of
however, at Level 1 efficiency. Additional even the smallest super-team.
levels can be purchased for the power by
expending points from the characters A Defenders starting power budget for
Power Budget Points. Each additional level purchasing powers comes from doubling
of efficiency in the power adds +05% to their Power (POW). Page 141 on the BRP
the skill success chance for that power. rulebook details the power budget under
the heading Starting Super Powers: the
A Controller normally must overcome a Power Budget.
targets POW in order to dominate their
mind and force them to believe what the A Defender is unique in the Archetypes in
Controller wants them to believe. that they have access to a number of
Controllers are particularly skilled in this powers that are specifically tailored to
area and as such receive a bonus to their them. These powers are categorised as
percentile dice roll on the Resistance Defender specific in the description of
Table when making a POW vs POW attack. the power and belong to the super-power
The Controller can add the value of their power-set.
INT to the result of the D100 roll when
making such an attack on the Resistance Defenders purchase these powers at the
Table. As such, gaining the Super price listed for the power, regardless of
Characteristic INT super-power is very the Defender characters Origin (even if
beneficial to this Archetype. the super-powers are not the characters
primary power-set). Other non Defender
archetypes can also purchase these
powers but at twice the cost listed for the
power.
Mercenaries
of efficiency in the power adds +05% to
the skill success chance for that power.
This optional rule keeps within the spirit All characters regardless of their Origin
of fighting for truth, justice and freedom can learn this skill, though only
whilst giving the gamemaster as few Technology characters can consider this to
headaches as possible when it comes to be a professional skill.
just who survived the brawl that just took
place between the good guys and the bad The rules governing the building of
guys and who will be able to be gadgets are covered in the Inventions,
interrogated by the characters later on. Enhancements and Salvage chapter of this
book.
Characters are free to choose whether
they wish to just smash the bad guys into Craft Enhancement
the dust anyway. Gamemasters are free This is a new Mental skill that is used by
to switch this rule on and off as needed all characters within the game. Characters
by them. Villains can also choose to use use this skill to craft enhancements that
this optional rule as it suits them. In order can be added to their powers, giving those
to save confusion, gamemasters should powers an added boost.
always be consulted first by the characters
before they can use this rule.
In order for a character to craft an basically a representation of how the NPC
enhancement they must first have an world sees your character and how your
enhancement recipe, a workbench and character can influence NPCs to give you
the pieces of salvage required to make up want you want. Influence/Infamy points
the enhancement. If the character work like a currency system for purchasing
succeeds in their Craft Enhancement skill things not available at the average run of
roll, the enhancement is created. This is the mill retail stores in Paragon City.
covered in more detail in the chapter on
Inventions, Enhancements and Salvage in Influence/Infamy points, like the optional
this Quickplay Pack. Experience points, are earned through
defeating enemies and completing
Experience Points (option) missions successfully.
This optional rule is used in conjunction
with the optional Security/Threat Levels Hero characters are awarded Influence
rule for characters. points and Villains gain Infamy points. The
amount of Influence/Infamy received on
Whenever a character defeats and enemy successfully defeating an enemy is
or successfully completes a mission, identified in the Villains & Vigilantes
Experience points will be awarded to the section. The amount gained will vary
character. When the character gains based on whether the enemy defeated is
enough experience points to equal the a minion, lieutenant, or boss.
number of experience points required to
be awarded a Security/Threat level, the The amount of Influence/Infamy gained
character advances to that next level. by successfully completing a mission will
vary depending on the complexity of the
Experience points for the defeat of an mission itself. Gamemasters may also
enemy are listed within the Villains & award Influence/Infamy points to
Vigilantes section. Cross reference the characters who role play their characters
experience of the enemy (ie minion, well.
lieutenant or boss) with their level to
determine the number of experience The relevant sections dealing with
points awarded to the characters. inspirations, gear, enhancements and
Experience gained from completing salvage identify the amount of
missions will be determined influence/infamy it costs to purchase
independently by the gamemaster. those items.
Charged bolts
Power-set: Super
Archetype: any
Base Range: 15 metres
Duration: Instantaneous
Power Cost: 3 per level
Power Point Cost: 1 per level
Energy fence
Power-set: Super
Archetype: All
Base Range: 15 metres
Duration: Instantaneous Energy field
Power Cost: 10 per level Power-set: Super
Power Point Cost: 3 per level Archetype: All
Base Range: Self to 5 metres radius
This power surrounds a single target and Duration: Instantaneous
immobilising them for one combat round. Power Cost: 10 per level
During that time it also deals 1D6 damage Power Point Cost: 3 per level
to the targets total hit points and drains
the same amount of Power points and This power permits the caster to emit a
Endurance points as it does hit point storm of energy around them that
damage. constantly damages all nearby foes while
active. The storm erupts from the caster
Additional levels can be bought for this and covers a radius of 5 metres range
power. Each level bought can be allocated from the caster, outwards in a spherical
to one of the following: pattern. The energy field will last for 1
+ adding +1d6 damage, power and combat round and do 1D6 to all within the
endurance point drainage to the field (including allies!).
target, or
+ adding 15 metres to the range of Each type of Energy Field is a separate
projecting this power. power and must be purchased separately:
chose which one (see Types of Energy
The player must specify which it will be on page 150 of the BRP rulebook) your
when the additional level is purchased for character uses when this super power is
the power. purchased.
If the optional hit point locations rule is Additional levels in this power can be
being used, the damage inflicted by the taken. Each level can add +1D6 to the
energy fence is evenly distributed across damage, or add +1 combat rounds to the
the targets hit locations. If this cannot be duration of the field or adds +5 metres to
done evenly, roll for a random hit location the radius (up to a maximum of 15 metres
to apply the damage too, as per the radius). The character must specify which
normal rules. when they take additional levels in this
power.
The caster must expend the required
number of power points each combat
round that the power is active.
Ethereal Body
Power-set: Mutant, Psychic
Archetype: Any
Base Range: Self
Duration: Instantaneous
Energy Power Cost: 20 points
Power Point Cost: 3 power points per
Projection combat round.
(additional information)
All physical objects are made up of atoms
The Energy Projection power is detailed and atoms are mostly made up of space.
on pages 156-157 of the BRP rulebook. When this power is activated the
The information below outlines the CoH & character alters the frequency oscillations
CoV super power names for each type of of their atoms allowing them to vibrate at
Energy Projection power available. a different frequency to that of the atoms
Energy Projection powers include: of the surrounding universe around them.
Ice Blast (Cold energy),
Death Ray (Darkness energy), This allows the character to pass through
Lightning Bolt (Electrical energy), solid objects as though they were not
Gravity Projection (Gravity there. The process is slow and the
energy), character feels like they are walking or
Fire Blast (Heat energy), floating on a cushion of air. This is due to
Mack Truck (Kinetic energy), the character being able to pass through
all objects around them, including the
Light Ray (Light energy),
ground they are walking on.
Magnetic Projection (Magnetic
energy),
They must be careful not to end up half
Radiation Beam (Radiation
submerged into the object or the ground
energy),
before they deactivate the power or they
Sonic Boom (Sound energy),
will be fused with that object and die
Gale Force (Wind energy)
instantly of systemic shock.
Illusion
Power-set: Psychic, Sorcery
Hold Archetype: Controller, Dominator
Power-set: Psychic, Super Base Range: Touch
Archetype: Any Duration: Instantaneous
Base Range: 15 metres Power Cost: 10 points
Duration: Instantaneous for 1 Combat Power Point Cost: 1 point
Round
Power Cost: 10 per level This power creates an illusion that to all
Power Point Cost: 3 per level sensory perception appears to be real.
The illusion can only be exposed for what
This power allows the caster to pin an it is if it is touched. When touched, the
opponent preventing them from moving. object will pass through the illusion
The caster must overcome the targets showing that it is nothing more than thin
POW is a resistance roll using their own air. But in all other ways it will appear to
POW. If the caster succeeds, the target is be a physical three dimensional object.
held for one combat round.
There are several sensory aspects to an
The target will be able to defend (parry or illusion. These are motion, smell, sight,
dodge) whilst held but all such attempts taste and sound. It takes 1 power point to
are considered to be Difficult and any create a sensory aspect to an illusion (ie 1
attacks made against the held target will power point to create the vision, a second
be considered to be Easy. The target can to add motion and a third to add sounds
interact with their surrounds and attempt etc).
to pick up any object that is within reach.
They can also use powers, but otherwise An illusion will last for one hour once it
the target is considered to be bound to has been created. For each additional
the spot where the power took hold of power point invested in the spell
them. preparation process, the illusion will last
one additional hour before fading away.
Additional levels in this power allow the
caster to either add an additional 15 For example: an illusion made with two
metres to the range of the power or add sensory aspects will take two combat
rounds to prepare, cost 2 power points to
cast, and last for one hour. If however the
mutagen
caster invests 4 additional power points in Power-set: Mutant
the spell, the illusion will last a total of five Archetype: Mutant Origin characters only
hours, but it will also require an additional Base Range: 30 metres
four combat rounds to prepare the spell. Duration: Instantaneous
Power Cost: 10 points to increase to a
major mutation level
Immobilisation Power Point Cost: 3 points if a minor
Power-set: Psychic, Super mutation, 5 points if a major mutation.
Archetype: Any
Base Range: 15 metres This is a native power to all mutants and
Duration: Instantaneous for 1 Combat automatically granted, free of cost, to all
Round mutant characters during the character
Power Cost: 10 per level generation process.
Power Point Cost: 5 per level
These capsules of genetic Mutagen can be
This power allows the caster to made by the mutant character (so in
completely immobilise an opponent. The effect, the character has a limitless
caster must overcome the targets POW is supply). These capsules can be thrown at
a resistance roll using their own POW. If very short range, where they explode on
the caster succeeds, the target is impact. They deal only minor toxic
immobilised for one combat round. damage but the mutagen's secondary
effect will be to temporarily lower the
The target will be unable to undertake any damage the affected target deals out.
actions (refer to Spot Rules on
Immobilisation in this Quickplay Pack). All Mutagen is a ranged attack that uses the
attacks made against an immobilised characters Throw skill as its attack
target are considered to be Easy. chance. It does 1D8 damage, if it is a
minor mutation and 2D8 if the Mutagen
Additional levels in this power allow the power is a major mutation.
caster to either add an additional 15
metres to the range of the power or add Mutagen also lowers the targets melee
one additional combat round to the damage by -2 points if it is a minor
duration of the Immobilisation effect. The mutation or by -4 points for a major
character must determine what the effect mutation. It does not affect ranged
will be when additional levels in the weapon or power damage however. This
power are chosen. effect lasts for one combat round.
Refer to the Inspirations section of this Only Masterminds may possess this
Quickplay Pack for the effects of this power. Masterminds receive this power,
power. One level in this power will free of cost, during the character creation
produce the same effect as the Awaken process.
inspiration, two levels will produce the
same effect as the Bounce Back This power summons the Masterminds
inspiration and three levels will produce henchmen minions to their side. Three
the same effects as the Restoration minions come running to the
inspiration. Characters can only purchase Masterminds aid. The type of minions
a maximum of three levels in this power. must be chosen by the Mastermind at the
time the power is chosen. The types of
minions available to the Mastermind are:
Sleep + Robotics: use the Robot (killer)
Power-set: Psychic, Super
statistics on p.355 of the BRP
Archetype: Any
rulebook to create henchmen of
Base Range: 15 metres
this type.
Duration: Instantaneous
Power Cost: 10 per level + Necromancy: use the Ghoul and
Power Point Cost: 1 per level Skeleton statistics on p.339 &
p.342 of the BRP rulebook to
This power causes a single target to fall create henchmen of this type. The
into a deep sleep. The duration of the Mastermind is free to choose the
sleep is the same as the level of the power makeup of their henchman as they
in minutes. see fit (ie all skeletons or all ghouls
or a mixture of both).
The targets POW must be overcome on + Ninjas: use the statistics for the
the Resistance Table by the casters POW. Ninja listed on p.359 of the BRP
Each level in the power grants the caster rulebook to create henchmen of
an extra +05% chance to succeed in the this type. Masterminds can either
Resistance Table roll. use the characteristics identified
there or role the characteristics
If the target is disturbed whilst asleep, using human statistics for the
through being touched, sounds or being henchman characteristics.
attacked, the target will awake + Mercenaries: use the statistics for
immediately. the Soldier listed on p.361 of the
BRP rulebook to create henchmen
Summon of this type. Masterminds can
either use the characteristics
Henchmen identified there or role the
Power-set: Super characteristics using human
Archetype: Masterminds only statistics for the henchman
Base Range: Self characteristics.
Duration: Instantaneous
+ and Thugs: use the statistics for Masterminds should use the Minions
the Thug listed on p.363 of the BRP character sheet in the BRP rulebook to
rulebook to create henchmen of keep track of their minions. Minions
this type. Masterminds can either advance just as normal characters do.
use the characteristics identified Should a minion die, the Mastermind can
there or role the characteristics create another minion to replace the
using human statistics for the fallen minion when the Mastermind is
henchman characteristics. between scenarios. A replacement minion
will start at the basic skills listed in the
A Mastermind can only change the type of BRP rulebook for the type of henchman
henchmen they can summon buy and must advance normally as any
expending the required Power Budget character would.
Points as though they were purchasing
this power again (ie 10 points).
Catch a Breath
NOTE FOR THE GM:
When determining the increased damage Recovers 25pts of your Endurance
E or
from this inspiration, roll the number of Power Points instantly. Cost = 1 Hero
dice for the weapon or power doing the
Point to purchase.
damage, total the result and then add the
bonus as a proportion of the total
damage.
For example: HARM punches an opponent Take a Breather
with his fist, doing 1D3 damage plus his
normal damage bonus of 1D6. Both dice Recovers 33pts of your Endurance or
are rolled and the result is 7 points of Power Points instantly. Cost = 2 Influence
damage. HARM however is currently
/ infamy points to purchase.
inspired by Focused Rage.. This gives him a
1/3 (ie 33%) damage bonus. 33% of 7 is
Resist Damage
Second Wind
Inspirations
Recovers 50pts of your Endurance or
Power Points instantly. Cost = 3 Influence Sturdy
/ infamy points to purchase. Increases all your damage resistance by
providing 2 points of natural armour and
Healing Inspirations +10% on all Resistance Rolls for one Turn
(ie 5 Combat Rounds). It also protects you
Respite from enemy Teleportation.
Teleportation Cost = 1 Hero
Recovers 1/4 (+25%) of your total hit Point to purchase.
points instantly. Cost = 1 Hero Point to
purchase.
Rugged
Increases all your damage resistance by
Dramatic Improvement providing 5 points of natural armour and
Recovers 1/3 (+33%) of your total hit +15% on all Resistance Rolls for one Turn
points instantly. Cost = 2 Influence / (ie 5 Combat Rounds).. It also protects you
infamy points to purchase. from enemy Teleportation.
Teleportation Cost = 2
Influence / infamy points to purchase.
Resurgence
Robust
Recovers 1/2 (+50%) of your total hit
points instantly. Cost = 3 Influence / Increases all your damage resistance by
infamy points to purchase. providing 10 points of natural armour and
+20% on all Resistance Rolls for one Turn
NOTE FOR THE GM: (ie 5 Combat Rounds).. It also protects you
If the optional Hit Points per Location rule from enemy Teleportation.
Teleportation Cost = 2
is being used. The hit points recovered are Influence / infamy points to purchase.
divided as equally as possible amongst the
various damaged hit locations as well as
being added to the characters total hit Resist Effects
points. Inspirations
Break Free
Frees you from many Sleep,
leep, Hold,
Immobilisation,
tion, Disorient, Fear, and
Confuse effects and gives you immunity to
these effects for 2 Combat Rounds.
Rounds This
inspiration can be used even while under however, be disoriented for one Combat
such effects. Round, have no Endurance, and unable to
recover Endurance for one Combat
Round.
Emerge
Frees you from many Sleep, Hold,
Immobilisation,
ation, Disorient, Fear, and Restoration
Confuse effects and gives you immunity to If you are unconscious,
us, you can wake up
these effects for 3 Combat Rounds. This with 3/4 of your hit points. You will,
inspiration can be used even while under however, be disoriented for one Combat
such effects. Round, have no Endurance, and unable to
recover Endurance for one Combat
Round.
Escape: