City of Virtue/Powers

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               City of Virtue: The City of Heroes CCG Expansion

           Based Upon the Personae and Stories of the Virtue Server
       As Well As Some Other Stuff That Was Made Up To Pad It Out A Bit
   (All of Which is, in Turn, Based Upon the City of Heroes MMORPG and CCG,
     the Legal Details of Which are Located at the Bottom of the Document)

         Heroes | Sidekicks | Edges | Powers | Missions | Enhancements

Contents

POWERS

Ablative Armor

Power

Powerset: Invulnerability

Recharge: Inherent

Requires Susie-Bot

Signature Power

If Susie-Bot is damaged by an attack, heal Susie-Bot 1 hit point during its next two actions.

Inspiration: Catch a Breath


Adrenaline Boost

Power

Powerset: Empathy

Recharge: 2

Requires 2 Empathy Powers

Action: Discard 1 card: Target a Super. Until Adrenaline Boost readies, you gain the following:

1) When you rest, draw an additional card.

2) The targeted Super heals an additional hit point whenever it heals.

3) Powers on the targeted Super recharge an additional click (90 degrees) when they recharge.

Inspiration: Luck


Aduran Light

Power

Powerset: Luminous Aura

Recharge: 2

Requires Prince of Light

Signature Power

Action: Target an ally. Heal the target 3 hit points plus 1 additional hit point for each additional card in your hand over 5.

Inspiration: Enrage


Agile

Power

Powerset: Super Reflexes

Recharge: Inherent

This Super has +1 Defense against ranged attacks. If this Super has 7 or fewer Hit Points remaining, he has resistance 1 to all damage types.

Inspiration: Luck


Amplify

Power

Powerset: Sonic Blast

Recharge: 2

Requires 1 Sonic Blast Power

Action: For your next 2 actions, your attacks have +3 accuracy and +2 damage (of each damage type).

Inspiration: Respite


Animated Stone

Power

Powerset: Earth Control

Recharge: 1

Requires 3 Earth Control Powers

You must discard 2 cards to put Animated Stone into play. You may use either action when you activate Animated Stone.

Action: Melee attack. Inflict 5 smashing damage.

Action: Ranged attack. Inflict 4 smashing damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Break Free


Barb Swipe

Power

Powerset: Spines

Recharge: 1

Action: Melee attack. Inflict 3 lethal damage and 1 toxic damage.

Inspiration: Insight


Bash

Power

Powerset: War Mace

Recharge: 1

Action: Discard 1 card: Melee attack. Inflict 5 smashing damage.

Inspiration: Insight


Black Dwarf

Power

Powerset: Umbral Aura

Recharge: Toggle

Requires 2 Umbral Aura Powers

While active, this Super has resistance 3 to all damage types but psychic and is immune to stun, knockdown, and immobilize. This Super's toggles may not be turned off by attacks. Other Powers may not be used while Black Dwarf is active. When Black Dwarf is activated, turn off this Super's other toggles. Activating other toggles deactivates Black Dwarf.

Action: Melee attack. Inflict 2 smashing and 2 negative energy damage.

React: Activate when an ally is targeted by a power that is not targeting this Super, discard 1 card: Redirect the power to this Super if he is a legal target.

Inspiration: Respite


Blaster Blazing Aura

Power

Powerset: Fire Manipulation

Recharge: Toggle

Requires 2 Fire Manipulation Powers

While Blaster Blazing Aura is on you may perform: "React: When this Super is hit by a melee attack: Inflict 2 fire damage on the attacker. This is not an attack and does not require an accuracy check."

Inspiration: Catch a Breath


Blaster Combustion

Power

Powerset: Fire Manipulation

Recharge: 2

Requires 1 Fire Manipulation Power

Action: Melee area attack. Target all enemies using the same combat tactic. Inflict 4 fire damage on each target.

Inspiration: Catch a Breath


Blaster Consume

Power

Powerset: Fire Manipulation

Recharge: 3

Requires 2 Fire Manipulation Powers

Action: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 4 fire damage on each target. Draw 2 cards for each Super hit with Blaster Consume (up to 4 cards).

Inspiration: Enrage


Blazing Bolt

Power

Powerset: Fire Blast

Recharge: 2

Requires 2 Fire Blast Powers

You cannot activate Blazing Bolt if this Super has been damaged since your last action.

Action: Discard 1 card: Ranged attack. Inflict 7 fire damage. You do not need to discard cards to chase for this attack.

Inspiration: Enrage


Bonds of Flame

Power

Powerset: Fire Control

Recharge: 1

Requires Loth

Signature Power

Action: Ranged attack. Inflict 3 fire damage. Stun the target for 5 turns minus the number of cards in the target's hand (to a minimum of 1).

Inspiration: Break Free


Bonfire

Power

Powerset: Fire Control

Recharge: 2

Requires 1 Fire Control Power

Action: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 3 fire damage on each target. Knockdown the targets. (On their next actions, the targets must discard 2 cards to activate a power or to move.)

Inspiration: Break Free


Boost Range

Power

Powerset: Energy Manipulation

Recharge: 1

Requires 2 Energy Manipulation Powers

Action: For the next 3 actions, you do not need to discard cards to chase when attacking with ranged attacks.

Inspiration: Enrage


Bright Nova

Power

Powerset: Luminous Blast

Recharge: Toggle

Requires 1 Luminous Blast Power

While active, this Super has +1 Accuracy and takes +1 damage (of each damage type) when hit by attacks. Other Powers may not be used while Bright Nova is active. When Bright Nova is activated, turn off this Super's other toggles. Activating other toggles deactivates Bright Nova. You may use either action when you activate Bright Nova.

Action: Ranged attack. Inflict 4 energy damage.

Action: Discard 1 card: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 4 energy damage on each target.

Inspiration: Break Free


Broadsword Build Up

Power

Powerset: Broadsword

Recharge: 1

Requires 1 Broadsword Power

Action: For your next two actions, this Super's attacks have +2 accuracy and +3 damage (of each damage type).

Inspiration: Catch a Breath


Burst

Power

Powerset: Assault Rifle

Recharge: 1

Action: Ranged attack. Inflict 3 lethal damage.

Inspiration: Enrage


Char

Power

Powerset: Fire Control

Recharge: 2

Action: Ranged attack. Inflict 4 fire damage. Stun the target for 3 actions.

Inspiration: Enrage


Charged Brawl

Power

Powerset: Electricity Manipulation

Recharge: 2

Action: Melee attack. Inflict 2 smashing and 2 energy damage.

Inspiration: Insight


Choking Cloud

Power

Powerset: Radiation Emission

Recharge: Toggle

Requires 1 Radiation Emission Power

While Choking Cloud is on, you may perform: "React: When this Super is hit by a melee attack: Stun the attacker for 2 rounds. This is not an attack and does not require an accuracy check."

Inspiration: Enrage


Cinders

Power

Powerset: Fire Control

Recharge: 2

Requires 2 Fire Control Powers

Action: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 3 fire damage on each target. Stun each target for 4 actions.

Inspiration: Enrage


Clarity

Power

Powerset: Sonic Resonance

Recharge: 1

Requires 2 Sonic Resonance Powers

Action: Target an ally. End all stun and immobilization effects currently affecting the target. For the next 2 actions, the target is immune to stun and immobilization.

Inspiration: Luck


Clear Mind

Power

Powerset: Empathy

Recharge: 1

Requires 1 Empathy Power

Action: Target an ally. End all stun and immobilization effects currently affecting the target. For the next two actions, the target is immune to stun and immobilization.

Inspiration: Insight


Clobber

Power Powerset: War Mace Recharge: 2

Requires 2 War Mace Powers

Action: Melee attack. Inflict 3 smashing damage. Stun the target for 3 turns. Turn off the target's toggles.

Inspiration: Insight


Combat Jumping

Power

Powerset: Common Pool

Recharge: Toggle

Requires 3 Powers

While Combat Jumping is on, this Super is immune to immobilize. If the Super's Travel Power is Super Jump, this Super gains +1 defense.


Crush

Power

Powerset: Gravity Control

Recharge: 2

Action: Ranged attack. Inflict 2 smashing damage. Immobilize the target for 3 actions.

Inspiration: Respite


Cryonic Blow

Power

Powerset: Super Strength

Recharge: 2

Requires Halley's Comet

Signature Power

Action: Melee attack. Inflict 3 smashing and 2 cold damage. For the next 2 actions, melee attacks inflict +1 cold damage.

Inspiration: Enrage


Darkest Night

Power

Powerset: Dark Miasma

Recharge: Toggle

Requires 1 Dark Miasma Power

When you activate Darkest Night, target an enemy Super (as if with a ranged attack, chasing if necessary). This is not an attack and does not require an accuracy check. While Darkest Night is on, the target and all opposing Supers who are using the same combat tactic have -1 Accuracy and inflict -1 damage (of each damage type) with attacks.

Inspiration: Luck


Dark Extraction

Power

Powerset: Umbral Blast

Recharge: 1

Requires 3 Umbral Blast Powers

React: Play when a when a Mission is defeated or an opposing Super is reduced to zero hit points, discard 1 card: Put Dark Extraction into play. You may not put Dark Extraction into play as an action. You may use either action when you activate Dark Extraction.

React: Activate when this Super hits an opposing Super with an attack. Inflict 4 negative energy damage. For the next 2 actions, the target must discard a card to activate a power or to move.

React: When this Super is targeted by an attack: Inflict 3 negative energy damage on the attacker. This is not an attack and does not require an accuracy check.

Inspiration: Break Free


Dark Nova

Power

Powerset: Umbral Blast

Recharge: Toggle

Requires 1 Umbral Blast Power

While active, this Super has +1 Accuracy and takes +1 damage (of each damage type) when hit by attacks. Other Powers may not be used while Dark Nova is active. When Dark Nova is activated, turn off this Super's other toggles. Activating other toggles deactivates Dark Nova. You may use either action when you activate Dark Nova.

Action: Ranged attack. Inflict 4 negative energy damage.

Action: Discard 1 card: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 4 negative energy damage on each target.

Inspiration: Break Free


Dark Servant

Power

Powerset: Dark Miasma

Recharge: 1

Requires 3 Dark Miasma Powers

You must discard 2 cards to put Dark Servant into play. You may use either action when you activate Dark Servant.

Action: Ranged attack. Inflict 1 smashing damage and 1 negative energy damage. Immobilize the target for 2 actions.

Action: Ranged attack. Stun the target for 3 actions.

Inspiration: Break Free


Dawn Strike

Power

Powerset: Luminous Blast

Recharge: 3

Requires 3 Luminous Blast Powers

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 9 energy damage on each target. Knockdown all targets (during their next actions, the targets must discard 2 cards to activate a power or to move). Discard all of your cards.

Inspiration: Insight


DETH KICK!

Power

Powerset: Martial Arts

Recharge: 3

Requires 4 Martial Arts Powers

You may only put DETH KICK! into play on a Super that has completed a mission. Action: Discard 2 cards: Melee attack. Inflict 12 smashing damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move). This Super may not use any Powers during your next two actions.

Conceived by the famed martial artist Sing Sang Song, the Deth Kick's unassuming name belied its unearthly power.

Inspiration: Break Free


Disembowel

Power

Powerset: Broadsword

Recharge: 2

Requires 2 Broadsword Powers

Action: Discard 1 card. Melee attack. Inflict 7 lethal damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a Power or to move).

Inspiration: Enrage


Divine Presence

Power

Powerset: Fire Manipulation

Recharge: 2

Requires Tonatiuh

Signature Power

Action: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 3 fire damage on each target. Each target has -2 Accuracy until the end of their next action.

Inspiration: Catch a Breath


Dodge

Power

Powerset: Super Reflexes

Recharge: Inherent

Requires 1 Super Reflexes Power

This Super has +1 Defense against melee attacks. If this Super has 7 or fewer Hit Points remaining, he has resistance 1 to all damage types.

Inspiration: Luck


Dreadful Wail

Power

Powerset: Sonic Blast

Recharge: 3

Requires 3 Sonic Blast Powers

Action: discard 1 card. Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 4 smashing and 4 energy damage on each target. For the next 2 actions, each target takes +2 damage (of all types) when hit by attacks. Discard all of your cards.

Inspiration: Respite


Earthquake

Power

Powerset: Earth Control

Recharge: 1

Requires 2 Earth Control Powers

Action: Declare Toe-to-Toe or Run-n-Gun. Until Earthquake becomes ready, opposing Supers using the declared combat tactic must discard a card to activate a power or to move. Opposing Supers using that combat tactic have -1 Accuracy and -1 Defense and are knocked down when they suffer smashing damage.

Inspiration: Luck


Ebon Eye

Power

Powerset: Umbral Blast

Recharge: 2

Action: Ranged attack. Inflict 4 negative energy damage.

Inspiration: Luck


Eclipse

Power

Powerset: Umbral Aura

Recharge: 3

Requires 3 Umbral Aura Powers

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 3 negative energy damage on each opposing Super. For the next 3 actions, this Super has +1 resistance to all damage types for each Super hit with Eclipse.

Inspiration: Respite


Electrical Aim

Power

Powerset: Electrical Blast

Recharge: 2

Requires 2 Electrical Blast Powers

Action: For your next 2 actions, your attacks have +4 accuracy and +2 damage (of each damage type).

Inspiration: Catch a Breath


Electrical Build Up

Power

Powerset: Electricity Manipulation

Recharge: 2

Requires 2 Electricity Manipulation Powers

Action: For your next 2 actions, your attacks have +1 accuracy and +3 damage (of each damage type).

Inspiration: Insight


EMP Arrow

Power

Powerset: Trick Arrow

Recharge: 3

Requires 3 Trick Arrow Powers

Action: Discard 1 card: Ranged area attack. Target all Supers using the same combat tactic. Stun each target for 3 actions. Turn off each target's toggles.

Inspiration: Insight


Energy Aim

Power

Powerset: Energy Blast

Recharge: 1

Requires 2 Energy Blast Powers

Action: For your next 2 actions, your attacks have +4 accuracy and +2 damage (of each damage type).

Inspiration: Catch a Breath


Entangling Arrow

Power

Powerset: Trick Arrow

Recharge: 1

Action: Ranged attack. Immobilize the target for 3 actions.

Inspiration: Break Free


Essence Boost

Power

Powerset: Luminous Aura

Recharge: 3

Requires 2 Luminous Aura Powers

Action: Increase this Super's starting hit points by 5. Heal 5 hit points. When Essence Boost readies, reduce this Super's starting hit points by 5 (reduce this Super to his starting hit points if necessary).

Inspiration: Catch a Breath


Essence Drain

Power

Powerset: Umbral Blast

Recharge: 2

Requires 2 Umbral Blast Powers

Action: Melee attack. Inflict 5 negative energy damage. This Super heals 3 hit points.

Inspiration: Luck


Explosive Blast

Power

Powerset: Energy Blast

Recharge: 2

Requires 2 Energy Blast Powers

Action: Discard a card: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 2 smashing damage and 3 energy damage on each target.

Inspiration: Catch a Breath


Extra Crunch

Power

Powerset: Stone Melee

Recharge: 2

Requires BlackHammer

Signature Power

Action: Discard 1 card: Melee area attack. Target up to 3 opposing Supers using the same combat tactic. Inflict 5 smashing on one target and 4 to the remaining targets. Knockdown all targets (during his next action, the target must discard 2 cards to activate a power or to move.).

Inspiration: Break Free


Fallout

Power

Powerset: Radiation Emission

Recharge: 3

Requires 3 Radiation Emission Powers

React: Discard 2 cards: Activate when an allied Super is reduced to zero hit points by an attack: Melee area attack targeting the attacker. Inflict 8 energy damage.

Inspiration: Insight


Fiery Build Up

Power

Powerset: Fiery Melee

Recharge: 2

Requires 2 Fiery Melee Powers

Action: For your next 2 actions, this Super’s attacks have +2 accuracy and +3 damage (of each damage type).

Inspiration: Enrage


Fire Cages

Power

Powerset: Fire Control

Recharge: 1

Requires 1 Fire Control Power

Action: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 3 fire damage on each target. Immobilize each target for 3 actions.

Inspiration: Break Free


Fire Imps

Power

Powerset: Fire Control

Recharge: 1

Requires 3 Fire Control Powers

You must discard 2 cards to put Fire Imps into play.

Action: Melee attack. Inflict 2 smashing damage and 2 fire damage. You do not need to discard to chase.

React: When this super is hit by a melee attack: Inflict 1 smashing damage and 2 fire damage on the attacker. This is not an attack and does not require an accuracy check.

Inspiration: Enrage


Fire Sword

Power

Powerset: Fire Manipulation

Recharge: 2

Action: Melee attack. Inflict 2 lethal and 3 fire damage.

Inspiration: Catch a Breath


Fistful of Arrows

Power

Powerset: Archery

Recharge: 2

Requires 1 Archery Power

Action: Discard 1 card: Ranged area attack. Target up to 2 Supers using the same combat tactic. Inflict 4 lethal damage on each target.

Inspiration: Insight


Flame Build Up

Power

Powerset: Fire Manipulation

Recharge: 2

Requires 1 Fire Manipulation Power

Action: For your next 2 actions, this Super's attacks have +1 accuracy and +2 damage (of each damage type).

Inspiration: Enrage


Fossilize

Power

Powerset: Earth Control

Recharge: 2

Action: Ranged attack. Inflict 2 smashing damage. Stun the target for 2 actions and turn off the target's toggles.

Inspiration: Luck


Freezing Rain

Power

Powerset: Storm Summoning

Recharge: 1

Requires 2 Storm Summoning Powers

Action: Declare Toe-to-Toe or Run-n-Gun. Until Freezing Rain readies, opposing Supers using that combat tactic suffer 1 cold damage during their actions and must discard a card to activate a power or to move.

Inspiration: Catch a Breath


Frostbite

Power

Powerset: Ice Control

Recharge: 2

Action: Ranged area attack. Target all enemies who are using the same combat tactic. Inflict 4 cold damage on each target. Immobilize each target for 4 actions.

Inspiration: Break Free


Fulcrum Shift

Power

Powerset: Kinetics

Recharge: 3

Requires 3 Kinetics Powers

Action: Discard 2 cards: Ranged area attack. Target all enemies who are using the same combat tactic. This attack does no damage. The targets inflict -1 damage (of each damage type) for the next 2 actions. This Super and all allies using the same combat tactic inflict +1 damage (of each damage type) for each target hit (to a maximum of +3 damage) for their next 2 actions.

Inspiration: Respite


Geo-Beam Projection

Power

Powerset: Earth Control

Recharge: 1

Requires Groundwave

Signature Power

Action: Ranged area attack. Target up to 3 opposing Supers using the same combat tactic. Inflict 2 smashing damage. Immobilize each Super for 1 action.

Inspiration: Break Free


Glacial Armor

Power

Powerset: Ice Armor

Recharge: Toggle

While Glacial Armor is on, this Super has +2 Defense against attacks that do energy and/or negative energy damage. This Super has resistance 2 to cold damage.

Inspiration: Break Free


Gleaming Blast

Power

Powerset: Luminous Blast

Recharge: 2

Action: Discard 1 card: Ranged attack. Inflict 5 energy damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Insight


Gleaming Bolt

Power

Powerset: Luminous Blast

Recharge: 1

Action: Ranged attack. Inflict 3 energy damage.

Inspiration: Insight


Glinting Eye

Power

Powerset: Luminous Blast

Recharge: 2

Action: Ranged attack. Inflict 4 energy damage.

Inspiration: Insight


Glowing Strike

Power

Powerset: Energy Melee

Recharge: 1

Requires Kyle Helsing

Signature Power

You may use either action when you activate Glowing Strike.

Action: Melee attack. Inflict 2 smashing and 1 lethal damage. Knockdown the target.

Action: Melee attack. Inflict 1 smashing and 2 energy damage. Stun the target for 2 actions.

Inspiration: Catch a Breath


Glowing Touch

Power

Powerset: Luminous Blast

Recharge: 2

Requires 2 Luminous Blast Powers

Action: Target an ally. Heal the target 4 hit points.

Inspiration: Break Free


Granite Armor

Power

Powerset: Stone Armor

Recharge: Toggle

Requires 3 Stone Armor Powers

While Granite Armor is active, no other toggles may be active. This Super has +3 Defense to attacks that do not inflict psychic damage. This Super has resistance 3 to all damage types except psychic. This Super must discard an additional card to move, chase or activate Powers.

Inspiration: Respite


Gravimetric Snare

Power

Powerset: Umbral Blast

Recharge: 1

Action: Ranged attack. Inflict 2 smashing and 1 negative energy damage. Immobilize the target for 2 actions.

Inspiration: Luck


Graviton Pulse

Power

Powerset: Umbral Blast

Recharge: 1

Requires Kheldragon

Signature Power

Action: Ranged attack. Inflict 3 negative energy damage. Immobilize the target for 2 actions. The damage from this attack may not be reduced by resistance.

Inspiration: Luck


Gravity Emanation

Power

Powerset: Umbral Blast

Recharge: 2

Requires 2 Umbral Blast Powers

Action: Discard 1 card: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 3 negative energy damage on each target. Stun each target for 2 actions. Turn off each target's toggles.

Inspiration: Break Free


Gravity Shield

Power

Powerset: Umbral Aura

Recharge: Toggle

While Gravity Shield is active, this Super has resistance 2 to smashing and lethal damage.

Inspiration: Enrage


Gravity Well

Power

Powerset: Umbral Blast

Recharge: 3

Requires 2 Umbral Blast Powers

Action: Discard 1 card: Melee attack. Inflict 4 smashing and 4 negative energy damage on the target. Stun the target for 3 actions. Turn off the target's toggles.

Inspiration: Luck


Greater Fire Sword

Power

Powerset: Fiery Melee

Recharge: 3

Requires 3 Fiery Melee Powers

Action: Discard 1 card: Melee attack. Inflict 3 lethal and 4 fire damage. If your accuracy exceeds the target's defense by at least 2, inflict an additional 1 fire damage during the Super's next action.

Inspiration: Enrage


Group Invisibility

Power

Powerset: Illusion Control

Recharge: 1

Requires 2 Illusion Control Powers

Action: Until Group Invisibility readies, this Super and all allied Supers gain +1 Defense and players must discard an additional card to chase these Supers.

Inspiration: Luck


Hack

Power

Powerset: Broadsword

Recharge: 1

Action: Melee attack. Inflict 4 lethal damage.

Inspiration: Enrage


Havoc Punch

Power

Powerset: Electricity Manipulation

Recharge: 2

Requires 1 Electricity Manipulation Power

Action: Melee attack. Inflict 2 smashing and 3 energy damage. Turn off one of the target's toggles (randomly).

Inspiration: Insight


Headsplitter

Power

Powerset: Broadsword

Recharge: 3

Requires 3 Broadsword Powers

Action: Discard 1 card. Melee attack. Inflict 9 lethal damage. For 3 actions, the target has -1 defense. Knockdown the target (during his next action, the target must discard 2 cards to activate a Power or to move).

Inspiration: Enrage


Heal Other

Power

Powerset: Empathy

Recharge: 2

Action: Target an ally. Heal the target 4 hit points.

Inspiration: Luck


Health

Power

Powerset: Common Pool

Recharge: Constant

Requires 4 Powers

When this Super heals hit points through any action except the action below, he heals an additional hit point.

Action: Heal this Super 1 hit point.

Inspiration: Respite


Heavy Mallet

Power

Powerset: Stone Melee

Recharge: 2

Requires 1 Stone Melee Power

Action: Discard a card: Melee attack. Inflict 6 smashing damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Luck


Hoarfrost

Power

Powerset: Ice Armor

Recharge: 3

Action: Increase this Super's starting hit points by 5. Heal 5 hit points. When Hoarfrost readies, reduce this Super's starting hit points by 5 (reduce this Super to his starting hit points if necessary).

Inspiration: Luck


Hoopy Vibes

Power

Powerset: Sonic Resonance

Recharge: Toggle

Requires Resounding Hop

Signature Power

While Hoopy Vibes is on, all allied Supers gain +1 defense, and all opposing Supers must discard an additional card to chase.

Inspiration: Luck


Hot Feet

Power Powerset: Fire Manipulation Recharge: Toggle

Requires 3 Fire Manipulation Powers

While Hot Feet is on, if this Super is fighting Toe-to-Toe, all opposing Supers fighting Toe-to-Toe suffer 2 fire damage during their actions and must discard an additional card to move or chase.

Inspiration: Catch a Breath


Howling Twilight

Power

Powerset: Dark Miasma

Recharge: 3

Requires 3 Dark Miasma Powers

React: Activate before any allied Supers are reduced to zero hit points, discard two cards: The allies are not defeated. Instead, they have 8 hit points plus 2 additional hit points for each opposing Super. All damage being suffered is ignored. Howling Twilight may be used only once per game.

Inspiration: Luck


Hurl

Power

Powerset: Super Strength

Recharge: 2

Requires 2 Super Strength Powers

Action: Discard a card: Ranged attack. Inflict 5 smashing damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Enrage


Hurl Boulder

Power Powerset: Stone Melee Recharge: 2

Requires 2 Stone Melee Powers

Action: Discard a card: Ranged attack. Inflict 5 smashing damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Break Free


Hurricane

Power

Powerset: Storm Summoning

Recharge: Toggle

Requires 2 Storm Summoning Powers

While Hurricane is on, all opposing Supers attacking this Super or his allies with an attack have -2 accuracy for the attack. If the opposing Super is using a melee attack, he must discard a card or the attack is cancelled.

Inspiration: Insight


Hydro Blast

Power

Powerset: Water Blast

Recharge: 1

Requires Kelp Plankton

Signature Power

Hydro Bolt counts as an Energy Blast Power for the purposes of putting Powers into play.

Action: Ranged attack. Inflict 2 smashing and 2 cold damage. Knockdown the target.

Inspiration: Catch a Breath


Ice Slick

Power

Powerset: Ice Control

Recharge: 3

Requires 2 Ice Control Powers

Action: Declare Toe-to-Toe or Run-n-Gun. Until Ice Slick readies, opposing Supers using that combat tactic must discard a card to activate a Power or to move. Opposing Supers using that combat tactic are knocked down when they suffer damage (during their next action, the targets must discard 2 cards to activate a Power or to move).

Inspiration: Luck


Ignite

Power

Powerset: Assault Rifle

Recharge: 1

Requires 2 Assault Rifle Powers

Action: Choose Toe-to-Toe or Run-n-Gun. Until Ignite readies, inflict 2 fire damage on any opposing Supers using that combat tactic during their action.

Inspiration: Enrage


Impale

Power

Powerset: Spines

Recharge: 2

Requires 2 Spines Powers

Action: Discard 1 card: Ranged attack. Inflict 4 lethal and 2 toxic damage.

Inspiration: Luck


Incandescent Strike

Power

Powerset: Luminous Blast

Recharge: 3

Requires 3 Luminous Blast Powers

Action: Discard 1 card: Melee attack. Inflict 4 smashing and 4 energy damage. Stun the target for 2 actions.

Inspiration: Insight


Inferno Shroud

Power

Powerset: Fiery Aura

Recharge: 1

Requires Sister Scorch

Signature Power

React: Activate when Sister Scorch is hit by an attack: Inflict 3 fire damage on the attacker. This is not an attack and does not require an accuracy check.

Inspiration: Enrage


"It's Only Meat"

Power

Powerset: Invulnerability

Recharge: Constant

Requires Black Caiman

Signature Power

If a mission Black Caiman attacked is defeated, she heals 5 hit points. If Black Caiman defeated that mission, heal 7 hit points instead.

Inspiration: Catch a Breath


Jawbreaker

Power

Powerset: War Mace

Recharge: 2

Requires 1 War Mace Power

Action: Melee attack. Inflict 6 smashing damage. Knockdown the target.

Inspiration: Insight


Judgement of Set

Power

Powerset: Mind Control

Recharge: 1

Requires Zambo

Signature Power

Action: Ranged attack. Inflict 2 psychic damage. Stun the target for 2 actions. This attack does not turn off the target's toggles.

Inspiration: Insight


Kegstand!

Power

Powerset: Umbral Aura

Recharge: 1

Requires Jack Rawks

Signature Power

You may use either action when you activate Kegstand!.

Action: Heal Jack Rawks 3 hit points. Put a counter on Kegstand!.

React: When Jack Rawks is hit with a melee attack: Inflict toxic damage equal to the number of counters on Kegstand!. Remove a counter from Kegstand!.

Inspiration: Respite


Knowing the Unknown

Power

Powerset: Umbral Aura

Recharge: 2

Requires Sight of Midnight

Signature Power

Action: Look at the top 7 cards of your deck. Put those cards back on top of your deck in any order.

Inspiration: Enrage


Know Thine Enemy

Power

Powerset: Regeneration

Recharge: Inherent

Requires Turkey Lurkey

Signature Power

React: When Turkey Lurkey is targeted by an attack: Name a card. If the attacker has that card in hand, Turkey Lurkey has +3 Defense for that attack.

Inspiration: Luck


Last Stand

Power

Powerset: Stone Armor

Recharge: Toggle

Requires Graphite

Signature Power

While Last Stand is active, Graphite's toggles may not be turned off by attacks. If Graphite has fewer cards in his hand than his attacker, he has resistance 2 to all damage types.

Inspiration: Luck


Light Form

Power

Powerset: Luminous Aura

Recharge: 2

Requires 3 Luminous Aura Powers

Action: For the next 3 actions, this Super has resistance 3 to all damage types, is immune to stun, immobilize and knockdown effects, and his toggles cannot be turned off by attacks.

Inspiration: Catch a Breath


Lightning Field

Power

Powerset: Electricity Manipulation

Recharge: Toggle

While Lightning Field is on you may perform: "React: When this super is hit by a melee attack: Inflict 2 energy damage on the attacker. This is not an attack and does not require an accuracy check."

Inspiration: Enrage


Lightning Storm

Power

Powerset: Storm Summoning

Recharge: 1

Requires 3 Storm Summoning Powers

You must discard 2 cards to put Lightning Storm into play.

Action: Ranged attack. Inflict 4 energy damage. The target must discard 1 card.

React: Activate after an enemy hits this Super with a melee attack. Inflict 2 energy damage. The target must discard 1 card. This is not an attack and does not require an accuracy check.

Inspiration: Catch a Breath


Liquefy

Power

Powerset: Sonic Resonance

Recharge: 1

Requires 3 Sonic Resonance Powers

Action: Declare Toe-to-Toe or Run-n-Gun. Until Liquefy becomes ready, opposing Supers using the declared combat tactic must discard a card to activate a power or to move. Opposing Supers using that combat tactic have -1 Accuracy and -1 Defense and are knocked down when they suffer smashing damage.

Inspiration: Catch a Breath


Luminous Build Up

Power

Powerset: Luminous Blast

Recharge: 2

Requires 1 Luminous Blast Power

Action: For your next 2 actions, your attacks have +2 Accuracy and +2 damage (of each damage type).

Inspiration: Catch a Breath


Luminous Detonation

Power

Powerset: Luminous Blast

Recharge: 2

Requires 2 Luminous Blast Powers

Action: Discard 1 card: Ranged area attack. Target all Supers using the same combat tactic. Inflict 4 energy damage on each target.

Inspiration: Insight


Lunge

Power

Powerset: Spines

Recharge: 2

Action: Melee attack. Inflict 4 lethal damage and 1 toxic damage.

Inspiration: Insight


Lunging EMT Rescue

Power

Powerset: Empathy

Recharge: 1

Requires Ambulance Man

Signature Power

React: When an ally is targeted by an attack: Heal that ally 3 hit points. You may give Ambulance Man a -1 Defense penalty for his next 2 actions to heal an additional hit point, to a maximum of -3 Defense and 3 additional hit points healed.

"I've seen some impressive medical skills in my day, but diving through a hail of gunfire to apply them? That takes dedication."

Inspiration: Luck


Mace Build Up

Power

Powerset: War Mace

Recharge: 2

Requires 1 War Mace Power

Action: For your next 2 actions, this Supers attacks have +2 Accuracy and +2 damage (of each damage type) and knockdown.

Inspiration: Insight


Magic Missile

Power

Powerset: Energy Blast

Recharge: 1

Requires Space Mage

Signature Power

Action: Ranged attack. Inflict 1 smashing and 1d4 energy damage.

Inspiration: Catch a Breath


Mass Hypnosis

Power

Powerset: Mind Control

Recharge: 2

Requires 2 Mind Control Powers

Action: Ranged area attack. Target all opposing Supers using the same combat tactic: Stun each target for 3 actions. If the target is damaged during the stun duration, the stun ends immediately.

Inspiration: Enrage


Minerals

Power

Powerset: Stone Armor

Recharge: Toggle

Requires 2 Stone Armor Powers

While Minerals is on, this Super has +4 Defense against attacks that do psychic damage.

Inspiration: Luck


Mutation

Power

Powerset: Radiation Emission

Recharge: 1

Requires 2 Radiation Emission Powers

React: Discard a card: Activate before an allied Super is reduced to zero hit points: The ally is not defeated. Instead, he has 15 hit points. All damage being suffered is ignored. For his next three actions, the targeted Super has +1 accuracy and +1 damage (of all types). Mutation may be used only once per game.

Inspiration: Enrage


Nova

Power

Powerset: Energy Blast

Recharge: 3

Requires 3 Energy Blast Powers

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 4 smashing damage and 5 energy damage on each target. Knockdown all targets (during their next actions, the targets must discard 2 cards to activate a power or to move). Discard all of your cards.

Inspiration: Catch a Breath


O2 Boost

Power

Powerset: Storm Summoning

Recharge: 1

Action: Target an ally. Heal the target 3 hit points. End all stun effects currently affecting the target. For the next two actions, the target is immune to stun effects.

Inspiration: Insight


Obsidian Shield

Power

Powerset: Dark Armor

Recharge: Toggle

Requires 1 Dark Armor Power

While Obsidian Shield is on, this Super has resistance 3 to psychic damage and is immune to stun and immobilize. This Super's toggles may not be turned off by attacks.

Inspiration: Luck


Opportunity Strikes

Power

Powerset: Electricity Manipulation

Recharge: 1

Requires Lord Xad

Signature Power

React: Activate when any other Super is targeted by an attack: Melee attack targeting either Super: Inflict 2 smashing and 2 energy damage.

Inspiration: Insight


Oppressive Gloom

Power

Powerset: Dark Armor

Recharge: Toggle

Requires 3 Dark Armor Powers

While Oppressive Gloom is on, this Super may perform: "React: When this Super is targeted by a melee attack: Melee attack targeting the attacker. Stun the attacker for 2 actions."

Inspiration: Respite


Orbiting Death

Power

Powerset: Umbral Aura

Recharge: Toggle

While Orbiting Death is on, you may perform: "React: When this Super is hit by a melee attack: Inflict 2 negative energy damage on the attacker. This is not an attack and does not require an accuracy check."

Inspiration: Respite


Parry

Power

Powerset: Broadsword

Recharge: 1

Requires 1 Broadsword Power

Action: Melee attack. Inflict 3 lethal damage. Until Parry readies, this Super has +2 defense against melee attacks.

Inspiration: Enrage


Penumbral Shield

Power

Powerset: Umbral Aura

Recharge: Toggle

Requires 1 Umbral Aura Power

While Penumbral Shield is on, this Super has resistance 2 to fire and cold damage.

Inspiration: Enrage


Photon Seekers

Power

Powerset: Luminous Blast

Recharge: 3

Requires 3 Luminous Blast Powers

Action: Put 3 counters on Photon Seekers. Until Photon Seekers readies, you may perform: "React: Remove 1 counter when this Super is targeted with an attack: Ranged attack targeting the attacker: Inflict 3 energy damage. This attack has +1 Accuracy." When Photon Seekers readies, remove all counters.

Inspiration: Break Free


Power Blast

Power

Powerset: Energy Blast

Recharge: 2

Action: Ranged attack. Inflict 2 smashing damage and 2 energy damage.

Inspiration: Catch a Breath


Power Bolt

Power

Powerset: Energy Blast

Recharge: 1

Action: Ranged attack. Inflict 1 smashing damage and 2 energy damage.

Inspiration: Catch a Breath


Power Boost

Power

Powerset: Energy Manipulation

Recharge: 2

Action: Discard 1 card: For the next 3 actions, if a Power creates a status effect, the status effect lasts for 2 additional actions. If a Power would give a penalty to Accuracy or Defense, that penalty has an additional -1. If a Power would give a bonus to Accuracy or Defense, that bonus is +1.

Inspiration: Catch a Breath


Power Burst

Power

Powerset: Energy Blast

Recharge: 2

Requires 1 Energy Blast Power

Action: Melee attack. Inflict 2 smashing and 3 energy damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Catch a Breath


Power Sink

Power

Powerset: Electricity Manipulation

Recharge: 3

Requires 2 Electricity Manipulation Powers

Action: Melee area attack. Target all opposing Supers using the same combat tactic. This attack does no damage. All targets must discard 1 card. Draw 2 cards for each super hit with Consume (up to 4 cards).

Inspiration: Insight


Proton Volley

Power

Powerset: Radiation Blast

Recharge: 2

Requires 1 Radiation Blast Power

You cannot activate Proton Volley if this Super has been damaged since your last action.

Action: Discard 1 card: Ranged attack. Inflict 6 energy damage. You do not need to discard cards to chase for this attack.

Inspiration: Insight


Psionic Disruption

Power

Powerset: Psychic Blast

Recharge: 2

Requires Kid Psyche

Signature Power

Action: Ranged attack. Inflict 3 psychic damage. The target must discard 2 cards.

Inspiration: Insight


Psychic Wail

Power

Powerset: Psychic Blast

Recharge: 3

Requires 3 Psychic Blast Powers

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 8 psychic damage on each target. Stun all targets for 3 actions. Discard all of your cards.

Inspiration: Insight


Pulverize

Power

Powerset: War Mace

Recharge: 2

Action: Melee attack. Inflict 5 smashing damage.

Inspiration: Insight


Quantum Shield

Power

Powerset: Luminous Aura

Recharge: Toggle

Requires 1 Luminous Aura Power

While Quantum Shield is on, this Super has resistance 2 to energy and negative energy damage.

Inspiration: Enrage


Quasar

Power

Powerset: Umbral Blast

Recharge: 3

Requires 3 Umbral Blast Powers

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 9 negative energy damage on each target. For the next 3 actions, the targets must discard a card to activate a power or to move. Discard all of your cards.

Inspiration: Luck


Quicksand

Power

Powerset: Earth Control

Recharge: 1

Requires 1 Earth Control Power

Action: Declare Toe-to-Toe or Run-n-Gun. Until Quicksand becomes ready, opposing Supers using the declared combat tactic must discard a card to activate a power or to move and have -2 defense.

Inspiration: Luck


Quills

Power

Powerset: Spines

Recharge: Toggle

Requires 1 Spines Power

While Quills is on, you may perform: "React: When this Super is hit by a melee attack: Inflict 1 lethal damage and 1 toxic damage on the attacker. This is not an attack and does not require an accuracy check."

Inspiration: Luck


Radiant Strike

Power

Powerset: Luminous Blast

Recharge: 2

Requires 1 Luminous Blast Power

Action: Melee attack. Inflict 2 smashing and 3 energy damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Insight


Rain of Arrows

Power

Powerset: Archery

Recharge: 2

Requires 3 Archery Powers

Action: Discard 1 card: Ranged area attack. Target all opposing Supers using the same combat tactic: Inflict 7 lethal damage on each target.

Inspiration: Insight


Rain of Fire

Power

Powerset: Fire Blast

Recharge: 2

Requires 1 Fire Blast Power

Action: Choose Toe-to-Toe or Run-n-Gun. For the next 3 actions, any opposing Supers using that combat tactic suffer 2 fire damage.

Inspiration: Enrage


Reform Essence

Power

Powerset: Luminous Aura

Recharge: 2

Action: Heal 5 hit points.

Inspiration: Catch a Breath


Regenerative Dull Pain

Power

Powerset: Regeneration

Recharge: 3

Action: Increase this Super's starting hit points by 5. Heal 5 hit points. When Regenerative Dull Pain readies, reduce this super's starting hit points by 5 (reduce this Super to his starting hit points if necessary).

Inspiration: Respite


Resilience

Power

Powerset: Regeneration

Recharge: Constant

Requires 1 Regeneration Power

This Super has resistance 1 to smashing, lethal and toxic damage and is immune to stun.

Inspiration: Respite


Restore Essence

Power

Powerset: Luminous Aura

Recharge: 1

Requires 3 Luminous Aura Powers

React: Activate before this Super is reduced to zero hit points: This Super is not defeated. Instead he has 10 hit points. All damage being suffered is ignored. Discard your hand and draw 3 cards. Restore Essence may be used only once per game.

Inspiration: Enrage


Ring of Fire

Power

Powerset: Fire Manipulation

Recharge: 1

Action: Ranged attack. Inflict 3 fire damage. Immobilize the target for 2 actions.

Inspiration: Enrage


Rise of the Phoenix

Power

Powerset: Fiery Aura

Recharge: 1

Requires 3 Fiery Aura Powers

React: Activate before this Super is reduced to zero hit points: This Super is not defeated. Instead he has 12 hit points. All damage being suffered is ignored. Discard your hand and draw 3 cards. If this Super was targeted by a melee attack, inflict 3 fire damage on the attacker. Knockdown the attacker. (On his next action, the target must discard 2 cards to activate a power.) Rise of the Phoenix may be used only once per game.

Inspiration: Enrage


SCIENCE!

Power

Powerset: Radiation Emission

Recharge: Toggle

Requires Dr. Forkenshpoon

Signature Power

At the beginning of your action, while SCIENCE! is on, choose an opposing Super at random and reveal the top card of your deck. If that card's Inspiration is Enrage, that Super deals -2 damage (of all types). If it is Luck, that Super has -2 Defense. If it is Insight, that Super has -2 Accuracy. If it is Respite, inflict 3 toxic damage. If it is Catch a Breath, that Super discards a card. If it is Break Free, stun that Super for 1 action. All effects last until the beginning of Dr. Forkenshpoon's next action.

"Is science supposed to make my teeth fall out?"

"Only if you're not *cool* enough."

Inspiration: Enrage


Scream

Power

Powerset: Sonic Blast

Recharge: 2

Action: Ranged attack. Inflict 2 smashing and 2 energy damage. For the next 2 actions, the target takes +1 damage (of all types) when hit by attacks.

Inspiration: Enrage


Screech

Power

Powerset: Sonic Blast

Recharge: 2

Requires 2 Sonic Blast Powers

Action: Discard 1 card: Ranged attack. Inflict 1 smashing and 1 energy damage. Stun the target for 3 actions. For the next 2 actions, the target takes +1 damage (of all types) when hit by attacks.

Inspiration: Enrage


Seismic Smash

Power

Powerset: Stone Melee

Recharge: 3

Requires 3 Stone Melee Powers

Action: Discard a card: Melee attack. Inflict 7 smashing damage. Stun the target for 2 actions and turn off the target's toggles.

Inspiration: Luck


Shadow Blast

Power

Powerset: Umbral Blast

Recharge: 2

Requires 1 Umbral Blast Power

Action: Discard 1 card: Ranged attack. Inflict 5 negative energy damage. For the next 2 actions, the target must discard a card to activate a power or to move.

Inspiration: Luck


Shadow Bolt

Power

Powerset: Umbral Blast

Recharge: 1

Action: Ranged attack. Inflict 3 negative energy damage.

Inspiration: Luck


Shadow Fall

Power

Powerset: Dark Miasma

Recharge: Toggle

Requires 2 Dark Miasma Powers

While Shadow Fall is on, this Super and his allies have +1 defense and resistance 2 to energy, negative energy and psychic damage.

Inspiration: Break Free


Shadow Force

Power

Powerset: Dark Armor

Recharge: Inherent

Requires Luficia

Signature Power

React: Activate when Luficia suffers damage, discard 1 card: Reduce the damage from one damage type by 2 (to a minimum of 1).

Inspiration: Break Free


Shatter

Power

Powerset: War Mace

Recharge: 3

Action: Discard 1 card: Melee attack. Inflict 8 smashing damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Insight


Shining Shield

Power

Powerset: Luminous Aura

Recharge: Toggle

While Shining Shield is on, this Super has resistance 2 to smashing and lethal damage.

Inspiration: Enrage


Shocking Grasp

Power

Powerset: Electricity Manipulation

Recharge: 3

Requires 3 Electricity Manipulation Powers

Action: Discard 1 card: Melee attack. Inflict 3 smashing and 3 energy damage. Stun the target for 2 actions. Turn off the target's toggles.

Inspiration: Enrage


Shout

Power

Powerset: Sonic Blast

Recharge: 2

Requires 1 Sonic Blast Power

Action: Melee attack. Inflict 2 smashing and 3 energy damage. For the next 3 actions, the target takes +1 damage (of all types) when hit by attacks.

Inspiration: Enrage


Shriek

Power

Powerset: Sonic Blast

Recharge: 1

Action: Ranged attack. Inflict 2 smashing and 1 energy damage. For the next 2 actions, the target takes +1 damage (of all types) when hit by attacks.

Inspiration: Respite


Siphon Power

Power

Powerset: Kinetics

Recharge: 2

Action: Ranged attack. This attack does no damage. The target inflicts -1 damage (of each damage type) for the next 2 actions. This Super and all allies using the same combat tactic inflict +1 damage (of each damage type) for their next 2 actions.

Inspiration: Luck


Siphon Speed

Power

Powerset: Kinetics

Recharge: 2

Requires 1 Kinetics Power

Action: Ranged attack. This attack does no damage. For the next 3 actions, the target must discard an additional card to activate powers, move or chase. For the next 3 actions, this Super's powers recharge an additional click (90 degrees) when they recharge, and this Super does not need to discard to move or chase.

Inspiration: Respite


Siren's Song

Power

Powerset: Sonic Blast

Recharge: 2

Requires 2 Sonic Blast Powers

Action: Discard 1 card: Ranged area attack. Target up to 3 Super using the same combat tactic. Inflict 2 smashing and 1 energy damage on each target. Stun each target for 3 actions. If the target is damaged during the stun duration, the stun ends immediately.

Inspiration: Enrage


Smite

Power

Powerset: Dark Melee

Recharge: 2

Action: Melee attack. Inflict 1 smashing damage and 3 negative energy damage. The target has -1 accuracy during his next action.

Inspiration: Break Free


Smoke

Power

Powerset: Fire Control

Recharge: 1

Action: Name Toe-to-Toe or Run-'n'-Gun. Until Smoke readies, opposing Supers using that combat tactic suffer -2 accuracy.

Inspiration: Enrage


Smoke Grenade

Power

Powerset: Devices

Recharge: 1

Action: Name Toe-to-Toe or Run-'n'-Gun. Until Smoke Grenade readies, opposing Supers using that combat tactic suffer -2 accuracy.

Inspiration: Luck


Sniper Rifle

Power

Powerset: Assault Rifle

Recharge: 2

Requires 2 Assault Rifle Powers

You cannot activate Sniper Rifle if this Super has been damaged since your last action.

Action: Discard 1 card: Ranged attack. Inflict 6 lethal damage. You do not need to discard cards to chase for this attack.

Inspiration: Insight


Snowblind

Power

Powerset: Ice Control

Recharge: 1

Requires Lady Permafrost

Signature Power

Action: Discard 1 card: Ranged area attack. Target up to 2 opposing Supers using the same combat tactic. Inflict 3 cold damage on each target. For the next 2 actions, each target must discard an additional card to activate a power or to chase.

Inspiration: Luck


Snow Storm

Power

Powerset: Storm Summoning

Recharge: Toggle

When you activate Snow Storm, target an enemy (as if with a ranged attack, chasing if necessary). This is not an attack and does not require an accuracy check. While Snow Storm is on, the target and all enemies who are using the same combat tactic must discard a card to activate a power or to move.

Inspiration: Catch a Breath


Solar Flare

Power

Powerset: Luminous Blast

Recharge: 3

Requires 2 Luminous Blast Powers

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 6 smashing damage on each target. Knockdown each target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Break Free


Solar Wheel

Power

Powerset: Luminous Blast

Recharge: 1

Requires Amparo Sol

Signature Power

Action: Ranged attack. Inflict 1 smashing and 2 energy damage. You do not need to discard cards to chase for this attack.

Inspiration: Break Free


Solipsistic Well-Being

Power

Powerset: Invulnerability

Recharge: 2

Requires Dragonberry

Signature Power

React: Activate when Dragonberry is hit by an attack: Dragonberry gains resistance 2 to all damage types for this attack. If Dragonberry did not use any Powers, Inspirations or Edges since her last turn, she gains resistance 4 to all damage types for this attack instead.

"Is it raining? I thought I felt something..."

Inspiration: Catch a Breath


Sonic Barrier Power

Powerset: Sonic Resonance

Recharge: Toggle

While Sonic Barrier is on, this Super's allies have resistance 2 to smashing and lethal damage.

Inspiration: Luck


Sonic Cage

Power

Powerset: Sonic Resonance

Recharge: 2

Requires 2 Sonic Resonance Powers

Action: Ranged attack. This attack has +4 accuracy. This attack does no damage. For the next 3 actions, the target may not use or be targeted by powers.

Inspiration: Catch a Breath


Sonic Dispersion

Power

Powerset: Sonic Resonance

Recharge: Toggle

Requires 2 Sonic Resonance Powers

While Sonic Dispersion is on, this Super and his allies have resistance 2 to all damage types. This Super and his allies may not be stunned or immobilized. This Super and his allies may not have their toggles turned off by attacks.

Inspiration: Luck


Sonic Haven

Power

Powerset: Sonic Resonance

Recharge: Toggle

Requires 1 Sonic Resonance Power

While Sonic Haven is on, this Super's allies have resistance 2 to fire, cold, energy and negative energy damage.

Inspiration: Luck


Sonic Siphon

Power

Powerset: Sonic Resonance

Recharge: 2

Action: Discard 1 card: Ranged area attack. This attack does no damage. For the next 2 actions, the target takes +2 damage (of all types) when hit by attacks.

Inspiration: Catch a Breath


Soul of the Nonoriri

Power

Powerset: Luminous Aura

Recharge: Inherent

Requires Diebuster Destiny

Signature Power

Diebuster Destiny has resistance 1 to smashing and lethal damage. If she has 5 or more hit points, any attack that would reduce her to 0 health instead reduces her to 1.

Inspiration: Enrage


Spectral Terror

Power

Powerset: Illusion Control

Recharge: 2

Requires 3 Illusion Control Powers

You must discard 1 card to put Spectral Terror into play. You may use either action when you activate Spectral Terror.

Action: Ranged attack. Stun the target for 3 actions, even if the target's Powers make him immune to stun. Spectral Terror does not turn off the target's toggles.

React: When this Super is hit by a melee attack: Stun the attacker for 2 actions, even if the target's Powers make him immune to stun. Spectral Terror does not turn off the target's toggles.

Inspiration: Insight


Speed Boost

Power

Powerset: Kinetics

Recharge: 1

Requires 2 Kinetics Powers

Until Speed Boost readies, all allies gain: When you rest, draw an additional card. These Supers are considered to have one fewer active toggles and do not need to discard to move or chase. Powers recharge an additional click (90 degrees) when they recharge.

Inspiration: Respite


Spine Burst

Power

Powerset: Spines

Recharge: 2

Requires 1 Spines Power

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 3 lethal damage and 2 toxic damage on each target.

Inspiration: Insight


Stalagmites

Power

Powerset: Earth Control

Recharge: 2

Requires 1 Earth Control Power

Action: Discard 1 card: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 4 smashing damage on each target. Stun each target for 2 turns.

Inspiration: Luck


Stamina

Power

Powerset: Common Pool

Recharge: Constant

Requires 6 Powers

When you rest, draw an additional card. You are considered to have 1 fewer active toggles.

Inspiration: Respite


Steamy Mist

Power

Powerset: Storm Summoning

Recharge: Toggle

Requires 1 Storm Summoning Power

While Steamy Mist is on, this Super's allies have +1 defense and resistance 2 to fire, cold and energy damage.

Inspiration: Insight


Stone Fist

Power

Powerset: Stone Melee

Recharge: 1

Action: Melee attack. Inflict 4 smashing damage.

Inspiration: Luck


Stone Mallet

Power

Powerset: Stone Melee

Recharge: 2

Action: Melee attack. Inflict 5 smashing damage.

Inspiration: Luck


Stone Prison

Power

Powerset: Earth Control

Recharge: 1

Action: Ranged attack. Inflict 2 smashing damage. Immobilize the target for 3 actions.

Inspiration: Break Free


Stone Skin

Power

Powerset: Stone Armor

Recharge: Inherent

This Super has resistance 2 to smashing and lethal damage.

Inspiration: Luck


Storm Kick

Power

Powerset: Martial Arts

Recharge: 1

Action: Melee attack. Inflict 4 smashing damage.

Inspiration: Enrage


Stygian Circle

Power

Powerset: Umbral Aura

Recharge: 1

Requires 2 Umbral Aura Powers

React: Activate when this Super or an allied Super defeats a Mission or opposing Super: Heal this Super x hit points, where X is equal to the Mission or opposing Super's maximum Health. Draw cards equal to the Mission or Super's base Defense (to a maximum of 10 health and 4 cards).

Inspiration: Enrage


Stygian Return

Power

Powerset: Umbral Aura

Recharge: 1

Requires 3 Umbral Aura Powers

React: Activate before this Super is reduced to zero hit points: This Super is not defeated. Instead, he has 8 hit points plus 2 additional hit points for each opposing Super. All damage being suffered is ignored. Discard your hand and draw 2 cards, plus one for each opposing Super. Stygian Return may be used only once per game.

Inspiration: Enrage


Subdue

Power

Powerset: Psychic Blast

Recharge: 2

Action: Ranged attack. Inflict 3 psychic damage. Immobilize the target for 3 actions.

Inspiration: Break Free


Sunless Mire

Power

Powerset: Umbral Blast

Recharge: 3

Requires 1 Umbral Blast Power

Action: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 4 negative energy damage on each target. For your next 2 actions, you have +1 Accuracy and +2 damage (of all damage types) for each Super hit with Sunless Mire.

Inspiration: Break Free


Superior Invisibility

Power

Powerset: Illusion Control

Recharge: Toggle

Requires 1 Illusion Control Power

While Superior Invisibility is on, this super gains +1 Defense and players must discard an additional card to chase this Super.

Inspiration: Insight


Superior Tactics

Power

Powerset: Assault Rifle

Recharge: 3

Requires Sky Raider X

Signature Power

Action: Ranged attack. Inflict 4 lethal damage. If Sky Raider X is attacked by an opposing Super you may recharge Superior Tactics by 1 click.

Inspiration: Enrage


Tar Patch

Power

Powerset: Dark Miasma

Recharge: 1

Action: Declare Toe-to-Toe or Run-n-Gun. Until Tar Patch becomes ready, opposing Supers using the declared combat tactic must discard a card to activate a power or to move and suffer +1 damage (of each damage type) when hit by attacks.

Inspiration: Luck


Telekinesis

Power

Powerset: Mind Control

Recharge: Toggle

Requires 3 Mind Control Powers

Telekinesis counts as 2 toggles. You must discard a card when you activate Telekinesis. When you activate Telekinesis, target an enemy (as if with a ranged attack, chasing if necessary). This is not an attack and does not require an accuracy check. While Telekinesis is active, the target must discard 2 additional cards to move or chase and is not considered to have a travel power.

Inspiration: Enrage


Temperature Protection

Power

Powerset: Fiery Aura

Recharge: Constant

Requires 1 Fiery Aura Power

This Super has resistance 2 to fire and cold damage.

Inspiration: Enrage


Temporal Binding

Power

Powerset: Kinetics

Recharge: Toggle

Requires Zenvious

Signature Power

When you activate Temporal Binding, target an enemy (as if with a ranged attack, chasing if necessary). This is not an attack and does not require an accuracy check. While Temporal Binding is on, the target cannot change combat tactics and is considered to not have a travel power.

Inspiration: Luck


Temporal Distortion

Power

Powerset: Radiation Blast

Recharge: 2

Requires Hour Woman

Signature Power

Action: Ranged attack. Inflict 3 energy damage. Rotate one of the target's powers 1 click (90 degrees) in either direction.

Inspiration: Insight


Temporary Invulnerability

Power

Powerset: Invulnerability

Recharge: Toggle

While Temporary Invulnerability is on, this Super has resistance 2 to smashing and lethal damage.

Inspiration: Catch a Breath


Thermal Shield

Power

Powerset: Luminous Aura

Recharge: Toggle

Requires 1 Luminous Aura Power

While Thermal Shield is on, this Super has resistance 2 to fire and cold damage.

Inspiration: Enrage


Thick Skin

Power

Powerset: Stone Armor

Recharge: Inherent

Requires Thag Zhug

Signature Power

Thag Zhug has +1 Defense and resistance 1 to all damage types.

Inspiration: Luck


Throw Spines

Power

Powerset: Spines

Recharge: 2

Requires 2 Spines Powers

Action: Discard 2 cards: Ranged area attack. Target all opposing Supers using the same combat tactic. Inflict 4 lethal damage and 2 toxic damage on each target.

Inspiration: Insight


Thunderous Blast

Power

Powerset: Electrical Blast

Recharge: 3

Requires 3 Electrical Blast Powers

Action: Discard 1 card: Ranged area attack. Target all opposing supers using the same combat tactic. Inflict 8 energy damage to each target. All targets must discard 3 cards. Discard all of your cards.

Inspiration: Catch a Breath


Thunder Strike

Power

Powerset: Electricity Manipulation

Recharge: 3

Requires 3 Electricity Manipulation Powers

Action: Discard 1 card: Melee attack. Inflict 5 smashing and 3 energy damage. Knockdown the target (during his next action, the target must discard 2 cards to activate a power or to move).

Inspiration: Enrage


Time Bomb

Power

Powerset: Devices

Recharge: 3

Requires 2 Devices Powers

Action: Discard a card: Declare Toe-to-Toe or Run-'n'-Gun. Set Time Bomb aside and place 7 tokens on it. Time Bomb now behaves as a mission card (Def/Health 3/6) with the following text: "Threat: Before each action, remove a token from this mission. If the last token is removed inflict 5 lethal and 4 fire damage to all enemies using the named combat tactic." The current mission card is not discarded. If Time Bomb is defeated or inflicts damage, return it to the Super.

Inspiration: Break Free


Tough Hide

Power

Powerset: Invulnerability

Recharge: Constant

This Super has +1 defense against all attacks except attacks that inflict psychic damage.

Inspiration: Catch a Breath


Tranquil Defense

Power

Powerset: Luminous Aura

Recharge: 1

Requires Redeemed Heart

Signature Power

You may use either action when you activate Tranquil Defense.

React: When Redeemed Heart is targeted by an attack: Redeemed Heart gains +2 Defense.

React: When Redeemed Heart is targeted by an Edge, discard 1 card: Negate the effects of the Edge played on him.

Inspiration: Catch a Breath


Transference

Power

Powerset: Kinetics

Recharge: 3

Requires 3 Kinetics Powers

Action: Discard a card: Ranged attack. This attack does no damage. The target discards 3 cards. Draw 3 cards, plus 1 additional card for each allied Super using the same combat tactic (up to 5 cards).

Inspiration: Luck


Transfusion

Power

Powerset: Kinetics

Recharge: 2

Action: Ranged attack. This attack does no damage. The target discards 1 card. Heal this Super and all allies using the same combat tactic 5 hit points.

Inspiration: Respite


Tremor

Power

Powerset: Stone Melee

Recharge: 2

Requires 2 Stone Melee Powers

Action: Discard a card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 5 smashing damage on each target.

Inspiration: Luck


Twilight Grasp

Power

Powerset: Dark Miasma

Recharge: 2

Action: Ranged attack. This attack does no damage. The target suffers -1 accuracy and -1 defense until after his next attack. Heal this Super and all allies using the same combat tactic 5 hit points.

Inspiration: Luck


Twilight Shield

Power

Powerset: Umbral Aura

Recharge: Toggle

Requires 1 Umbral Aura Powers

While Twilight Shield is on, this Super has resistance 2 to energy and negative energy damage.

Inspiration: Enrage


Umbral Healing

Power Powerset: Umbral Aura Recharge: 2

Requires Voidshriek

Signature Power

Action: Target an ally and remove any number of counters from Voidshriek. Heal that ally 3 hit points plus 1 additional hit point for each counter removed.

Inspiration: Enrage


Unchain Essence

Power

Powerset: Umbral Blast

Recharge: 3

Requires 3 Umbral Blast Powers

React: Discard 2 cards: Activate when a Mission or opposing Super is reduced to zero hit points by an attack: Melee area attack. Inflict 8 negative energy damage.

Inspiration: Luck


Vangelis

Power

Powerset: Assault Rifle

Recharge: 2

Requires Sir Morgant

Signature Power

Action: Ranged attack. Inflict 5 lethal damage. The target must discard 1 card.

Inspiration: Insight


Vitae Theft

Power

Powerset: Dark Melee

Recharge: 1

Requires Darkfang or Ravenbane

Signature Power

Action: Melee attack. Inflict 4 negative energy damage. Heal this Super 2 hit points.

"Oh, for- who comes up with these names? Anne Rice?"

"It could have been worse. It could have been Laurell K. Hamilton."

"Ugh, don't remind me."

Inspiration: Break Free


Volcanic Gases

Power

Powerset: Earth Control

Recharge: 2

Requires 2 Earth Control Powers

Action: Discard 1 card: Ranged area attack. Target all opposing Supers using the same combat tactic. Stun each target for 3 actions. Turn off each target's toggles.

Inspiration: Break Free


Weave

Power

Powerset: Common Pool

Recharge: Toggle

Requires 4 Powers

While Weave is active, this Super has +1 defense.

Inspiration: Break Free


Whirling Mace

Power

Powerset: War Mace

Recharge: 2

Requires 2 War Mace Powers

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 6 smashing damage on each target.

Inspiration: Insight.


Whirling Sword

Power

Powerset: Broadsword

Recharge: 2

Requires 1 Broadsword Power

Action: Discard 1 card: Melee area attack. Target all opposing Supers using the same combat tactic. Inflict 5 lethal damage on each target. During their next two actions, each target hit by Whirling Sword takes an additional 1 lethal damage.

Inspiration: Enrage


White Dwarf

Power

Powerset: Luminous Aura

Recharge: Toggle

Requires 2 Luminous Aura Powers

While active, this Super has resistance 3 to all damage types but psychic and is immune to stun, knockdown, and immobilize. This Super's toggles may not be turned off by attacks. Other Powers may not be used while White Dwarf is active. When White Dwarf is activated, turn off this Super's other toggles. Activating other toggles deactivates White Dwarf.

Action: Melee attack. Inflict 2 smashing and 2 energy damage.

React: Activate when an ally is targeted by a power that is not targeting this Super, discard 1 card: Redirect the power to this Super if he is a legal target.

Inspiration: Enrage


Will-o'-the-Wisps

Power

Powerset: Storm Summoning

Recharge: 1

Requires Jenny Furr

Signature Power

React: Activate when Jenny Furr hits an opposing Super with an attack, or when Jenny Furr is targeted by an opposing Super: Ranged attack targeting the opposing Super. Inflict 2 energy damage. The opposing Super has -1 Accuracy for his next 2 actions.

Inspiration: Insight


Wormhole

Power

Powerset: Gravity Control

Recharge: 2

Requires 1 Gravity Control Power

Action: Ranged attack. This attack does no damage. Stun the target for 3 actions and turn off the target's toggles. You may change the target's combat tactic.

Inspiration: Respite


Zapp

Power

Powerset: Electrical Blast

Recharge: 2

Requires 1 Electrical Blast Power

You cannot activate Zapp if this Super has been damaged since your last action.

Action: Discard 1 card: Ranged attack. Inflict 6 energy damage. You do not need to discard cards to chase for this attack.

Inspiration: Catch a Breath


LEGAL

City of Heroes CCG (C) 2005 Alderac Entertainment Group

City of Heroes (C) 2005 Cryptic Studios and NCSoft

All characters (C) 2004-2007 their creators

This document (C) 2007 O. Hakubi (mailto:oni_ko@yahoo.com)

CoH CCG card list available at Hero vs. Villain

CoH CCG rules and information available at CoHCCG.com

Virtue character information available at Virtueverse.com and CreyIndustries.com

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