City of Virtue/Powers
From Unofficial Handbook of the Virtue Universe
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
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