The Players' Guide to the Cities/Powers: Difference between revisions

From Unofficial Homecoming Wiki
Jump to navigation Jump to search
imported>Eabrace
m (added info)
 
imported>Eabrace
m (→‎See Also: spacing)
Line 47: Line 47:
*[[The Players' Guide to the Cities/Fighting_and_Other_Actions#Combat Terminology|Combat Terminology]]
*[[The Players' Guide to the Cities/Fighting_and_Other_Actions#Combat Terminology|Combat Terminology]]
*[[The Players' Guide to the Cities/Fighting_and_Other_Actions#Power Icon Outer Ring Key|Power Icon Outer Ring Key]]
*[[The Players' Guide to the Cities/Fighting_and_Other_Actions#Power Icon Outer Ring Key|Power Icon Outer Ring Key]]


< [[The Players' Guide to the Cities]]
< [[The Players' Guide to the Cities]]


[[Category:Player Guides]]
[[Category:Player Guides]]

Revision as of 21:32, 23 August 2007

< The Players' Guide to the Cities

Inherent Powers

Inherent powers are permanent powers that a hero or villain automatically gains without having to select them during training. There are inherent powers that are archetype-specific, origin-specific, and open to all characters. Not all inherent powers are available at level 1.

For more information on inherent powers, refer to Inherent Powers.


Pool Power Sets

Starting from level 6, your hero or villain can choose new abilities from the power pools rather than their primary or secondary power sets. You may choose abilities from up to four power pools.

For more information on pool power sets, refer to Power Pools.


Hero Power Sets

Blaster Power Sets

Controller Power Sets

Defender Power Sets

Peacebringer Power Sets

Scrapper Power Sets

Tanker Power Sets

Warshade Power Sets


Villain Power Sets

Brute Power Sets

Corruptor Power Sets

Dominator Power Sets

Mastermind Power Sets

Stalker Power Sets


See Also

See also:


< The Players' Guide to the Cities