MMO: Concord Alpha

An MMO, based on City Of Heroes.

The PCs are superheroes(or supervillains, since the Concord Omega expansion) adventuring in Concord City(or the Netherworlds, or in space, or alternates thereof, since the Concord Beyond expansion). They can belong to superteams(AKA guilds), and while soloists are viable, it's better to group.

The servers used to be separate; with Concord Beyond, everyone can travel to other servers as "near parallels".

Except in "lawless" zones(PVP alternates of regular zones), beneficial powers don't work on enemies and harmful powers don't work on allies, to reduce griefing. Note that superheroes and supervillains are effectively PVP WRT each other.

When you die, a dialog pops up; clicking the button brings you back to life at the nearest hospital.

Sample Concepts

Big John is a Biological Striker. He took Battleaxe at 1st level, Toughness at 2nd level, and upgraded Toughness to primary at 3rd. He has a buff build, max scale, a scraggly brown beard, a faded flannel T-shirt, and faded jeans. His warcry is "Big John's a-comin'!"

Observer Prime is a Science Dominator. He took Gravity Control at 1st level, Gravity Blast at 2nd, and added Flight at 3rd. He looks like a tall, dark, and handsome guy in dark blue spandex with white circles.

Protonna is a Biological Brick. She took Invulnerability at 1st level, Super Strength at 2nd, and added the Hurl kicker and Flight tertiary at 3rd. She has a classic "kryptonian" look, with red-and-white spandex and a white cape.

Dammit Man is a Mystic Scourge. He took Fire Blast at 1st level, Flight at 2nd level, and at 3rd took Fiery Aura tertiary. He looks perhaps stereotypical, in red spandex with a big D on the chest.

Mother Winter is a Mystic Mastermind. She took Mercenaries at 1st level, added Storm Summoning at 2nd, and Ice Control secondary at 3rd. While she looks like a shamanistic personification of winter, she gives orders to her soldiers in Russian.

The Pink Panzer is a Gadgets Brick. She took Pure Energy Melee at 1st level, Invulnerability at 2nd, and added Pure Energy Aura tertiary at 3rd. She RPs a giggly teen in power armor, but she RPs it ironically.

Princess Apathy is a Mystic Manipulator. She took Dark Miasma at 1st level, Illusion Control at 2nd, and added Flight and Dark Blast at 3rd. She looks like a goth teen with batwings. While the elder beings of the Netherworlds think she's just going through a phase, the need to be a hero burns within her. Her "warcry" is "Whatever!"

Dr. Grey is a Science Blaster. She took Energy Rifle at 1st level, Teleportation at 2nd level, and the Dark Energy and Teleport Foe kickers at 3rd. She went with a white short jacket, skirt, and cape, for lack of a proper labcoat, over a "cougar" look.

Little Rock is a Training Brick. She took Stone Melee at 1st level, Stone Armor at 2nd, and upgraded Stone Armor to primary at 3rd. She looks like a scrawny amerind girl in a skimpy stone-age outfit, but of course her powers take over her look.

Kimikor is a Gadgets Leader. She took Robotics at 1st level, Energy Rifle at 2nd, and Flight and all the kickers at 3rd. While primarily a soloist, she teams well with those with Balance and Control powers. She wears a blue hoodie and jeans over a scrawny body with robotic elements.

Mirror Image is a Training Striker. He took Ninjas at 1st level, Ninjitsu at 2nd, and Thorny Melee and Teleportation tertiary at 3rd. He looks just like the ninjas he summons.

Moonlight is a Biological Scourge. She took Laser Blast at 1st level, Illusion Control at 2nd, and Flight and the Snipe kicker at 3rd. She wears dark purple spandex and cape, with white screened accents.

Rebel Yell is a Training Dominator. He took Sonic Blast at 1st level, Sonic Resonance at 2nd, and added all the kickers at 3rd. His costume looks like a confederate flag wrapped around him, and his player was a Dukes Of Hazzard fan.

Super Characters

Super Levels

At super level 1, you pick an origin, a role, and a primary power. You also get a power for your origin and role, and all inherent powers.

At super level 2, add one secondary power.

At super level 3, add 6 power points. This is the end of the tutorial mission.

At each additional level, add 2 power points.

The maximum super level is 30, raised by 5 in each of two expansions.

Power Points

For 6 power points you can buy a primary power(power level = super level), for 3 a secondary power(1/2 super level), and for 2 a tertiary power(1/3 super level). You can also upgrade a power for the difference.

Many powers have a "kicker", which you can buy for 1 power point. Some powers have multiple kickers, bought separately. A kicker has the same level as the power it's based on.

There's also a Super Speed power, which is bought specially — each power point buys +1 AT Mod. You also don't get access to it until super level 4.

Another origin is 1 power point; when you add an origin, you can switch any of your powers to it. This mainly just affects counters, but you do get the extra origin power.

Stats

All characters have [50×Level] HP and 20 EP. Each minute, they recover [Level] HP and 1 EP. (There are a number of powers that cost 1 EP per minute, effectively just replacing natural EP recovery.)

The base AT is 2D6, but in TT that's handled by the AT system. An AT tick is 1sec, so the world tick is 3sec.

Origins

Each origin grants a primary power that functions like a Ranged power with low damage and half the range. The damage depends on the power, and most have a special effect. While players are free to make bizarre a la carte combinations, each origin is associated with types of NPCs.

Mystic
Firebolt deals [2D3×Level] Heat, half that again after the target's next turn. Spellcasters, priests, gods, psis, and creatures like werewolves.
Biological
Jolvata deals [2D3×Level] Poison and [Level] knockback, and people are still arguing about what it's supposed to be. (The character punches overhead with both fists, which glow green, and a green lens shape slams into the target.) Aliens and mutants.
Gadgets
Freeze Ray deals [2D3×Level] Cold damage. On a crit, the target gets Hold status for [5 + Level] turns. Gadgeteers and robots.
Training
Thrown Knife deals [2D4×Level] Sharp. "Super normals".
Science
Tranq Dart deals [2D3×Level] Poison damage. On a crit, the target gets Sleep status for 1min.

Roles

Each role is associated with a particular power category(or, in the case of Wildcard, with generalizing), and is better at those powers. Originally, you could only pick your starting power(s) from that category, and the Wildcard role wasn't available until you did a 5th-level mission, but these restrictions were lifted in an event known as September(a patch in mid-september, 2102).

The default crit is ×2 on a 16+ on 3D6. Only an 18 is an autohit, and crit adjustments don't affect that. (Mentioned here since role powers tend to mess with crits.)

Blaster
Each time you hit with a Ranged power, you get a buff that increases your damage(from all sources) by 20%. This lasts until you get hit, or for 1min.
Brick
10% more HP, from all sources, notably some Defense powers.
Dominator
Control powers crit on 15+, and a crit also means it costs no EP.
Leader
The minions summoned by Minion powers have +[Super Level÷2] to dodge.
Manipulator
Balance powers cost no EP when used on targets below 50% HP.
Mastermind
The minions summoned by Minion powers have +[Super Level÷2] to hit.
Scourge
Ranged powers crit on a 15+, or a 13+ on targets below 50% HP.
Striker
Strike powers crit on a 15+, or a 13+ on held or slept targets.
Wildcard
10% more EP.

Powers

Toggle powers take 3 AT to activate or deactivate, and have an ongoing effect while active.

Most powers have a recast of 1 turn - you can't use the same power again for 21 AT after you deactivate it or it drops. Some players take the same power twice to get around this, but it's generally better to take a different power of the same category.

Inherent Powers

Brawl
Like a weak Strike power, dealing [4D3×Level] Blunt damage, but with no bonus to hit.
Sprint
A toggle power that doubles your ground speed(from 5 hexes/turn to 10 hexes/turn), and switches from a walk animation to a run animation.
Rest
A toggle power that immobilizes you and, after a moment, drastically increases your recovery rate. It takes a minute to recover HP and EP up to full. However, it drops if you get attacked, and has a recast of 10min.

Balance Powers

Unless otherwise specified, these have +[Level] to hit, take a turn, and cost 1 EP.

Cold Domination
A ranged debuff that inflicts -6(primary), -3(secondary), or -2(tertiary) AT Mod for 1min.
Dark Miasma
A ranged debuff that inflicts a -[Level÷2] penalty to hit for 1 minute.
Empathy
A ranged instant buff that heals [4D7×Level] HP.
Force Fields
A ranged buff that grants +[5×Level] DR for 1 minute.
Kinetics
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Poison
A ranged debuff that prevents the target from recovering HP or EP for 1 minute, and deals [4D3×Level] Poison damage spread out over that time(DR is applied to the total).
Radiation Emission
A ranged debuff that inflicts a -[Level÷2] penalty to dodge for 1 minute.
Storm Summoning
A toggle power that Holds you and lays down a short-ranged cone forward; each turn, it costs 1 EP and deals [2D3×Level] Blunt damage and [Level] knockback in the cone. When deactivated or dropped, you remain Held for the recast.
Thermal Radiation
A ranged buff that grants +[5×Level] DR vs Heat and Cold for 1 minute, and heals [4D7×Level] HP spread out over that time.
Traps
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Trick Arrow
A ranged debuff that halves movement and prevents travel powers for 1 minute, and deals [2D3×Level] Sharp damage instantly.

Control Powers

Unless otherwise specified, these have +[Level] to hit, take a turn, and cost 1 EP.

Devices
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Fire Control
A ranged debuff that inflicts Fear status for 1 minute, and deals [4D3×Level] Heat damage spread out over that time(DR is applied to the total).
Earth Control
A ranged debuff that inflicts Hold status and prevents travel powers, for 1 minute, and deals [2D3×Level] Blunt damage instantly. A target not already on the ground has a flat 50% chance to evade.
Electricity Control
A ranged debuff that inflicts Disorient status for 1 minute, and deals [4D3×Level] Shock damage spread out over that time(DR is applied to the total).
Gravity Control
A ranged debuff that deals [4D3×Level] knockback, and for [Level] turns inflicts Disorient status and prevents travel powers. If the target is on the ground, this knockback is straight up; otherwise, it's straight down, for some decent falling damage.
Ice Control
A ranged debuff that inflicts Hold status for 2min, and deals [2D3×Level] Cold damage spread out over that time(DR is applied to the total). The target appears frozen in a block of ice.
Illusion Control
A ranged debuff that randomly inflicts either Disorient or Fear status for 1 minute, and deals [4D7×Level] Psi damage spread out over that time(DR is applied to the total).
Mind Control
A ranged attack that deals [2D3×Level] Psi damage instantly, and inflicts Sleep status on everyone within a short range of the target for 30sec. (Sleep status doesn't draw any aggro.)
Plant Control
A ranged debuff that inflicts Immobilize status for 1 minute, and deals [4D7×Level] Sharp damage spread out over that time(DR is applied to the total).
Pure Energy Control
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Sonic Resonance
A short-ranged PBAOE debuff that inflicts Disorient status for 1 minute, and deals [4D3×Level] Blunt damage spread out over that time(DR is applied to the total).

Defense Powers

Dark Aura
A toggle power; each world tick, it costs 1 EP and automatically damages any enemy nearby for [2D3×Level] Darkness damage. This is visually-distinctive(it sheathes you in the energy of the power), so many players take this as tertiary just for the look.
Electric Aura
As Dark Aura, but deals Shock damage.
Fiery Aura
As Dark Aura, but deals Heat damage.
Frost Aura
As Dark Aura, but deals Cold damage.
Pure Energy Aura
As Dark Aura, but deals Pure Energy damage.
Ice Armor
A toggle power that sheathes you in ice, granting +[11×Level] DR. Costs 1 EP per minute. This is visually-distinctive, so many players take it as tertiary just for the look.
Stone Armor
As Ice Armor, but with stone.
Invulnerability
+[10×Level] DR.
Ninjitsu
A toggle power that grants +[Level] to dodge. Costs 1 EP per minute.
Super Reflexes
As Ninjitsu, doesn't stack with it.
Regeneration
A toggle power that costs 1 EP and regens [Level] HP each turn.
Toughness
+[50×Level] HP.

Minion Powers

Each of these lets you summon one or more minions. At 1st power level, you have a max of 1 minion up at a time; at 3rd this increases to 2, at 5th to 3, and at 7th to 4. Each minion has a super level of half(round up) the power level. Summoning takes a turn and costs 3 EP. The minions get your origin, and their role and powers depend on the power. At 9th power level, they get an "extra" power as tertiary; at 11th it becomes secondary, and at 13th it becomes primary.

You can also issue detailed commands to these minions from "the minion bar", unlike the minions summoned as kickers of Control powers and the like.

Mercenaries
Blaster, Guns primary with Snipe. Jumping extra.
Zombies
Brick, Toughness primary, Dark Aura tertiary, but they have an AT mod of -1. Dark Melee extra.
Ninjas
Striker, Ninjitsu tertiary, Thorny Melee tertiary, Teleportation tertiary, Super Speed +1. Stealth extra.
Robotics
Scourge, Electrical Blast secondary with Fatigue, Toughness secondary. Flight extra.
Thugs
Striker, Dagger primary with Quick Stab. Super Reflexes extra.

Other Powers

Fighting
As a Strike power, dealing [4D5×Level] Blunt damage. This is inferior by itself, but has a lot of kickers, so it's useful for high-level strikers to add.
Flight
A toggle power that makes you fly, the most versatile travel power. Costs 1 EP per 30sec. A slow travel power.
Jumping
A toggle power that increases high jump to [Level] stories and long jump to [Level] blocks. (Also provides considerable resistance to falling damage, which is based on high jump.) Costs 1 EP per 2min. A medium travel power.
Medicine
A melee buff with +[Level] to hit; instantly heals [4D7×Level] HP, instantly cures most status effects, and makes the target immune to most status effects for [2×Level] world ticks.
Presence
A ranged taunt; gains hefty aggro from the target, but has no other effect.
Stealth
A toggle power that makes you hard to detect; an NPC without perception buffs won't notice you unless you get too close, and you're alpha'd out almost completely for PVP. However, once targeted, this doesn't help much. You also get +[Level/2] to dodge, round up. It drops if you make an attack, and has a recast of 1min. Costs 1 EP per minute.
Super Running
A toggle power that drastically increases ground speed. A fast travel power, but because you must maneuver around walls and such, effectively only medium without another travel power.
Teleportation
Teleports you to the clicked location, about a block per three power levels. Takes a turn and costs 1 EP. A medium travel power when used as "stutterwarp".

Ranged Powers

Each of these gives a good ranged attack, with +[Level] to hit and [4D3×Level] damage, of a type based on the power. Takes a turn and costs 1 EP.

Archery
Sharp.
Dark Blast
Darkness.
Electrical Blast
Shock.
Energy Rifle
Pure Energy.
Fire Blast
Heat.
Gravity Blast
Blunt.
Guns
KK.
Ice Blast
Cold.
Laser Blast
Heat.
Psionic Blast
Psi.
Pure Energy Blast
Pure Energy.
Radiation Blast
Radiation.
Sonic Blast
Blunt.
Thorny Assault
Poison.

Strike Powers

Each of these gives a good melee attack, with +[Level] to hit and [4D7×Level] damage, of a type based on the power. Takes a turn and costs 1 EP.

Martial Arts
Blunt.
Stone Melee
Blunt.
Super Strength
Blunt.
War Mace
Blunt.
Battleaxe
Sharp.
Broadsword
Sharp.
Claws
Sharp.
Katana
Sharp.
Spines
Sharp.
Dagger
Sharp.
Dark Melee
Darkness.
Electric Melee
Shock.
Fiery Melee
Heat.
Ice Melee
Cold.
Psionic Assault
Psi.
Pure Energy Melee
Pure Energy.
Thorny Melee
Poison.

Kickers

Archery
Snipe is as the power, but takes two turns and has double the range and damage.
Battleaxe
Wind Up takes a turn and costs 2 EP, and doubles the damage of your power's next attack. This lasts for up to a minute, so it's useful as a pre-fight buff.
Broadsword
Wind Up as for Battleaxe.
Claws
Swipe is as the power, but costs 2 EP and hits all targets in a ±45° fan.
Cold Domination
Ice Shield is a ranged buff that grants +[5×Level] DR for 1 minute.
Dagger
Quick Stab reduces the AT cost of a power attack to 18.
Dark Aura
Oneness makes the power also render you immune to Darkness damage.
Dark Blast
Creeping Darkness is a toggle power that halves your power attack direct damage, but deals that much again after each of the target's next two turns.
Dark Melee
Creeping Darkness as for Dark Blast.
Dark Miasma
Comforting Shadows is a PBAOE instant buff that heals [4D3×Level] HP.
Earth Control
Quicksand is a short-ranged PBAOE, otherwise as the power. Animate Stone summons a minion(limit 1), Brick, Stone Armor secondary with Bedrock, Super Strength secondary.
Electric Aura
Oneness makes the power also render you immune to Shock damage.
Electric Melee
Fatigue makes each power attack also costs the target 2D6 EP.
Electrical Blast
Fatigue as for Electric Melee, but 1D6 EP.
Electricity Control
Short Out is a ranged debuff that costs the target [4D7] EP. Voltaic Sentinel summons a minion(limit 1), Scourge, Electrical Blast secondary, Electric Aura secondary with Oneness.
Empathy
Resurrection brings the target group member back to life on the spot. Takes 2 turns(interruptible) and costs 10 EP.
Energy Rifle
Dark Energy is as the power, but deals Darkness damage.
Fiery Aura
Oneness makes the power also render you immune to Heat damage.
Fiery Melee
Slow Burn is a toggle power that halves your power attack direct damage, but deals that much again after each of the target's next two turns.
Fighting
Jab is as the power, but has an AT cost of 18. Hook is as the power, but takes two turns, and deals double the damage. Set Up is as the power, but instead of dealing damage it applies a -[Level] penalty to the target's DR and dodge for ~1min. Sweep is as the power, but costs 2 EP and hits all targets in a ±45° fan. Cheap Shot is as the power, but on the target's next turn they take 10% as much damage again, of the Poison type. Shove is as the power, but also deals [Level] knockback.
Fire Blast
Slow Burn as for Fiery Melee.
Fire Control
Smoke applies a -[Level] penalty to hit and to perception for the target, and everyone within a short range. Fire Imp summons a minion(limit 1), Striker, Fiery Melee secondary, Fiery Aura secondary with Oneness.
Flight
Hover is like Flight, but at walking speed(not even running speed), and no EP cost.
Force Fields
Deflector Shield is a ranged buff that grants +[Level÷2] to dodge.
Frost Aura
Oneness makes the power also render you immune to Cold damage.
Gravity Blast
Down To Earth, on a crit with a power attack, applies a debuff that prevents the target's use of Flight or Jumping for [Level] turns. Note that this can cause falling damage.
Gravity Control
Gravity Pin inflicts Hold status for 1min, and deals [2D3×Level] Blunt damage spread out over that time. (DR is applied to the total.) Antigravity is as the power, except a short-ranged PBAOE, and knockback isn't redirected.
Guns
Snipe as for Archery. Autofire is as the power, but deals [2D3×Level] damage to all targets in a cone.
Ice Armor
Refreeze takes a turn and costs 5 EP to recover [4D3×Level] HP(the power must be up). Stay Frosty makes the power also grant +[2×Level] DR vs Heat.
Ice Blast
Ice Shapes takes 3 AT and changes the damage type of the power's attack to Blunt, Sharp, or Cold.
Ice Control
Ice Slick is a short-ranged PBAOE that inflicts Hold status for 1D[Level] of the target's turns. (They animate falling over and getting back up each turn they lose.) Jack Frost summons a minion(limit 1), Striker, Ice Melee secondary, Frost Aura secondary with Oneness.
Ice Melee
Ice Shapes as for Ice Blast. Looks like conjuring a sword or mace of ice.
Illusion Control
Deceive is a ranged debuff, with no bonus to hit but otherwise as a Control power, that inflicts Belligerent status for 1min(the target changes to the Belligerent side and will aggro on anyone, but competes with you for credit), and has a recast of 30sec. Phantom Army summons 10 minions(limit 10), Dominator, Fire Control secondary, Electricity Control secondary, +1 Super Speed; they vanish after 10sec.
Invulnerability
Bulletproof grants +[2×Level] DR vs KK. Solid grants +[Level] DR vs KK, Blunt, and Sharp.
Jumping
Bouncy makes the power also grant +[Level] DR vs Blunt and KK.
Katana
Hyakuwaza reduces the AT cost of a power attack to 18.
Laser Blast
Snipe as for Archery.
Martial Arts
Hyakuwaza as for Katana.
Medicine
Resuscitate brings the target group member back to life on the spot. Takes 10 turns(interruptible).
Mercenaries
Sergeant is as the power, but summons a minion whose super level equals the power level. Instead of counting against the normal limit, there's a limit of 1 sergeant minion.
Mind Control
Charm is a ranged debuff that makes the target switch sides and act as your minion for 1min. Seizure is a ranged debuff that inflicts Hold status for 1min and deals [4D3×Level] Blunt damage spread out over that time(ignores DR).
Ninjas
Sergeant as for Mercenaries.
Ninjitsu
Smoke Bomb takes a turn and reduces aggro on you.
Plant Control
Shrubbery is a short-ranged PBAOE, otherwise as the power. Tree Ent summons a minion(limit 1), Brick, Toughness tertiary, Regeneration tertiary, Thorny Melee tertiary, Plant Control tertiary, but with an AT mod of -1.
Poison
Envenom is a ranged buff that boosts the target's damage by 10% for 1 minute; this bonus damage is all Poison.
Presence
Intimidation is a ranged debuff that inflicts Fear status for 1 minute… if the target is below your level. Against a target of your level or higher, gains a small amount of aggro instead.
Psionic Assault
Stun makes each power attack subtract 1D6 from the target's AT.
Psionic Blast
Stun as for Psionic Assault.
Pure Energy Aura
Oneness makes the power also render you immune to Pure Energy damage.
Pure Energy Blast
Teleforce makes the power also deal [Level] knockback.
Pure Energy Melee
Teleforce as for Pure Energy Blast.
Radiation Blast
Hotshot reduces the AT cost of a power attack to 18.
Radiation Emission
Accelerate Metabolism is a short-ranged PBAOE buff that grants +6(primary), +3(secondary), or +2(tertiary) AT Mod for 1min.
Regeneration
Recovery regens 1 EP [Level] times per minute.
Robotics
Sergeant as for Mercenaries.
Sonic Blast
Cacophony is a short-ranged PBAOE, otherwise as the power.
Spines
Venom is a toggle power that increases the cost of a power attack by 1 EP, but on the target's next turn they take 10% as much damage again, of the Poison type.
Stealth
Ambush doubles damage on attacks that drop stealth.
Stone Armor
Bedrock makes the power also render you immune to knockback and knockdown. Bulletproof makes the power also grant +[2×Level] DR vs KK.
Stone Melee
Fault is a short-ranged PBAOE, otherwise as the power.
Storm Summoning
O2 Boost is a ranged buff with +[Level] to hit; instantly heals [4D3×Level] HP, instantly cures most status effects, and makes the target immune to most status effects for [Level] world ticks.
Super Reflexes
Anticipation takes a turn, but doubles the power dodge bonus for the next turn.
Super Running
Blur makes the power make you hard to detect for a short time; if you keep moving, players and NPCs alike won't notice you.
Super Strength
Hurl is a ranged attack that pulls up a chunk of ground and throws it at the target, like a Ranged power dealing Blunt damage and taking 2 turns.
Teleportation
Teleport Foe teleports your target(enemies only) to you. Takes a turn and costs 2 EP. Teleport Ally is similar, but has a massive range, and works on group members(with a confirmation dialog) instead. In some zones, the major superteams operate "port bots"; send them a group invite, and they'll accept and port you to them.
Thermal Radiation
Heat Exhaustion is a ranged debuff that costs the target [4D7] EP.
Thorny Assault
Slow Poison is a toggle power that halves your power attack direct damage, but deals that much again on the target's next two turns.
Thorny Melee
Slow Poison as for Thorny Assault.
Thugs
Sergeant as for Mercenaries.
Toughness
Hard makes the power also grant +[Level] DR.
Trick Arrow
Flash Arrow is as the power, but instead of affecting movement, inflicts Disorient status on the target and everyone within a short range(50% chance each). Sleep Arrow is as the power, but instead of affecting movement, inflicts Sleep status.
War Mace
Wind Up as for Battleaxe.
Zombies
Sergeant as for Mercenaries.
Kinetics
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Sonic Resonance
Subsonic Resonance is as the power, but inflicts Fear instead of Disorient. Ultrasonic Resonance is a ranged debuff, otherwise as the power.
Traps
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Devices
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Pure Energy Control
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