Post by Jongluer on Apr 22, 2005 16:35:27 GMT -5
I don't know how many of you are familiar with the game, but I have recently begun transferring it into the d20 system, I've already gotten the basics of the classes, some of the powersets, and the general power pools.
Of course at this point you're all like: Scwhaa?
City of Heroes is an online game where characters create superheroes, I being the bored and poor man that I am, have begun transferring it into d20 for my own use (and cause M&M/Heroes System is gay). So I have started creating it, I'll be dropping bits and pieces here, to guage your reactions, for example, I'll be posting some things on characters....NOW!
The five quintessential heroes types, in the original game they cannot mingle, but now a hero can truly make himself felt, combining classes in a multi-class system that will allow a hero after reaching a certain level of hero power to increase his abilities with other powers (the perfect example being Statesman a Tanker/Scrapper). Each class has a primary and secondary power set that they receive powers from on a regular basis. In addition every few levels a hero can advance into general powers such as flight or teleportation.
Getting Powers: Heroes get their primary powers at a very fast rate, secondary powers a slower rate, and pooled powers every few levels only.
Become Available
Primary Powers: 1 and 2 at 1, 3 at 2, 4 at 4, 5 at 6, 6 at 10, 7 at 13, 8 at 16, 9 at 19
Secondary Powers: 1 at 1, 2 at 2, 3 at 5, 4 at 8, 5 at 11, 6 at 14, 7 at 17, 8 at 20, 9 at Epic Levels.
General Hero Powers: 1 and 2 First Pool at 3, 1 and 2 Second Pool at 5, 1 and 2 Third Pool at 7, 1 and 2 Fourth Pool at 9, 3 All Pools at 10, 4 All Pools at 16.
Obtaining Powers: A Hero can obtain 2 powers at first level, and then a new power every following level except level 20. Obviously, a hero never truly masters every possible ability, he can without sacrificing something else.
Defense Bonuses: Heroes are naturally tougher than others, though this even varies among heroes, every hero archetype gets a class bonus to defense.
Poor: +0 to start, +1 every three levels.
Average: +1 to start, +1 every two levels, then every three levels, alternating.
Good: +3 to start, +1 every two levels.
Blaster: The Blaster is an offensive juggernaut. Whether up close or afar, he can deal out tremendous amounts of damage. In comparison to the other Archetypes, the Blaster is by far the most damaging to the enemy. But the Blaster is quite fragile; this Archetype has relatively few hit points. Blaster heroes must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their friends to help them succeed.
Hit Die: d6
Endurance Die: d12
Fort: Poor
Ref: Good
Will: Poor
BAB: Good
Defense: Poor
Controller: The Controller is at the same time the weakest and yet the most powerful of the archetypes. The Controller has few offensive attacks and possesses the fewest hit points. But the Controller has access to a range of powers that no one else has: the Control power sets. Armed with these powers, a Controller can affect the behavior of villains - from freezing them in place to routing them away. Armed with such abilities, the Controller is the backbone of many groups involved in large-scale battles - but the Controller depends upon his teammates for protection.
Hit Die: d6
Endurance Die: d12
Fort: Poor
Ref: Poor
Will: Good
BAB: Poor
Defense: Poor
Defender: The Defender is a long-range support specialist. This Archetype is effective with ranged attacks (though not quite on par with the Blaster), but the Defender's true worth shines in another area. Defenders are the premier helpers in the game - they are the best at strengthening their teammate's abilities (buffing) and weakening foes (debuffing). They aren't built for lengthy hand to hand combat, though they aren't fragile, either. The Defender needs to keep an eye both on his teammates and the enemy - in order to see which requires his powerful attention first!
Hit Die: d8
Endurance Die: d10
Fort: Good
Ref: Good
Will: Good
BAB: Average
Defense: Average
Scrapper: No lone criminal wants to cross paths with a Scrapper - because odds are that only the Scrapper is going to walk away. Ferocity and skill make the Scrapper master of hand to hand combat. However, Scrappers do not have any ranged attacks, so they rely on the other Archetypes to help in battles requiring long-range punch. The Scrapper is resilient, though, and after the Tanker, the best Archetype at withstanding damage.
Hit Die: d10
Endurance Die: d8
Fort: Good
Ref: Good
Will: Poor
BAB: Good
Defense: Average
Tanker: The Tanker is an irresistible force combined with an immovable object. This Archetype can take and dish out all sorts of damage. The Tanker is not totally invulnerable, but his skills allow the other Archetypes to play their parts, too. The Tanker is a devastating hand to hand combatant, and ranks second only to the Scrapper in sheer melee power. He possesses some ranged abilities, though far below those of the Blaster or the Defender. Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent.
Hit Die: d12
Endurance Die: d6
Fort save: Good
Ref save: Poor
Will save: Good
BAB: Average
Defense: Good
Of course at this point you're all like: Scwhaa?
City of Heroes is an online game where characters create superheroes, I being the bored and poor man that I am, have begun transferring it into d20 for my own use (and cause M&M/Heroes System is gay). So I have started creating it, I'll be dropping bits and pieces here, to guage your reactions, for example, I'll be posting some things on characters....NOW!
The five quintessential heroes types, in the original game they cannot mingle, but now a hero can truly make himself felt, combining classes in a multi-class system that will allow a hero after reaching a certain level of hero power to increase his abilities with other powers (the perfect example being Statesman a Tanker/Scrapper). Each class has a primary and secondary power set that they receive powers from on a regular basis. In addition every few levels a hero can advance into general powers such as flight or teleportation.
Getting Powers: Heroes get their primary powers at a very fast rate, secondary powers a slower rate, and pooled powers every few levels only.
Become Available
Primary Powers: 1 and 2 at 1, 3 at 2, 4 at 4, 5 at 6, 6 at 10, 7 at 13, 8 at 16, 9 at 19
Secondary Powers: 1 at 1, 2 at 2, 3 at 5, 4 at 8, 5 at 11, 6 at 14, 7 at 17, 8 at 20, 9 at Epic Levels.
General Hero Powers: 1 and 2 First Pool at 3, 1 and 2 Second Pool at 5, 1 and 2 Third Pool at 7, 1 and 2 Fourth Pool at 9, 3 All Pools at 10, 4 All Pools at 16.
Obtaining Powers: A Hero can obtain 2 powers at first level, and then a new power every following level except level 20. Obviously, a hero never truly masters every possible ability, he can without sacrificing something else.
Defense Bonuses: Heroes are naturally tougher than others, though this even varies among heroes, every hero archetype gets a class bonus to defense.
Poor: +0 to start, +1 every three levels.
Average: +1 to start, +1 every two levels, then every three levels, alternating.
Good: +3 to start, +1 every two levels.
Blaster: The Blaster is an offensive juggernaut. Whether up close or afar, he can deal out tremendous amounts of damage. In comparison to the other Archetypes, the Blaster is by far the most damaging to the enemy. But the Blaster is quite fragile; this Archetype has relatively few hit points. Blaster heroes must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their friends to help them succeed.
Hit Die: d6
Endurance Die: d12
Fort: Poor
Ref: Good
Will: Poor
BAB: Good
Defense: Poor
Controller: The Controller is at the same time the weakest and yet the most powerful of the archetypes. The Controller has few offensive attacks and possesses the fewest hit points. But the Controller has access to a range of powers that no one else has: the Control power sets. Armed with these powers, a Controller can affect the behavior of villains - from freezing them in place to routing them away. Armed with such abilities, the Controller is the backbone of many groups involved in large-scale battles - but the Controller depends upon his teammates for protection.
Hit Die: d6
Endurance Die: d12
Fort: Poor
Ref: Poor
Will: Good
BAB: Poor
Defense: Poor
Defender: The Defender is a long-range support specialist. This Archetype is effective with ranged attacks (though not quite on par with the Blaster), but the Defender's true worth shines in another area. Defenders are the premier helpers in the game - they are the best at strengthening their teammate's abilities (buffing) and weakening foes (debuffing). They aren't built for lengthy hand to hand combat, though they aren't fragile, either. The Defender needs to keep an eye both on his teammates and the enemy - in order to see which requires his powerful attention first!
Hit Die: d8
Endurance Die: d10
Fort: Good
Ref: Good
Will: Good
BAB: Average
Defense: Average
Scrapper: No lone criminal wants to cross paths with a Scrapper - because odds are that only the Scrapper is going to walk away. Ferocity and skill make the Scrapper master of hand to hand combat. However, Scrappers do not have any ranged attacks, so they rely on the other Archetypes to help in battles requiring long-range punch. The Scrapper is resilient, though, and after the Tanker, the best Archetype at withstanding damage.
Hit Die: d10
Endurance Die: d8
Fort: Good
Ref: Good
Will: Poor
BAB: Good
Defense: Average
Tanker: The Tanker is an irresistible force combined with an immovable object. This Archetype can take and dish out all sorts of damage. The Tanker is not totally invulnerable, but his skills allow the other Archetypes to play their parts, too. The Tanker is a devastating hand to hand combatant, and ranks second only to the Scrapper in sheer melee power. He possesses some ranged abilities, though far below those of the Blaster or the Defender. Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent.
Hit Die: d12
Endurance Die: d6
Fort save: Good
Ref save: Poor
Will save: Good
BAB: Average
Defense: Good