Argurez Defiant

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  1. After quickly searching through the Suggestions/Ideas threads, I have found none that address the lack of reason for selecting an Origin. Feel free to leave any constructive comments or criticism and/or discuss what I am posting now.

    Aside from determining the flavor text of our enhancements, Origins seem to have little or no purpose outside of Role-Playing in City of Heroes/City of Villains. I believe that the following ideas are or are the basis of a good way of making Origins serve a purpose. I will do my best to explain why I believe each bonus/penalty fits with each Origin.


    Natural:
    - Increased Experience Gain
    Natural Heroes/Villains have become super-powerful through strict personal training. As such, they know how to get the best results from any workout. More experience is earned from all experience earning activities
    -Reduced Endurance Cost / Increased max Endurance
    Repeated use of powers during training leaves a Natural Heros/Villains body used to the energy it takes to use such powers. All powers cost less endurance to use and/or the hero/villain has a larger reserve of Endurance
    -Gradual Power Growth
    Through trial and error, Natural Heroes/Villains learn how to properly use and direct their powers, increasing the magnitude of their effects. Each use of their powers slightly increases the effect and accuracy of the power


    Technology:
    - Increased Effect
    New technologies can be exceptionally effective. However, such power usually comes with faults and flaws. Technology Heros/Villains powers are more effective than those of other origins.
    - Overheat / Overcharge
    Repeated use of a single device can cause it to heat up, increasing the effect of the device with each use and moving it towards overheating. When a device crosses into overheating, it can be used once more with greatly increased effect before going into a long cooldown. Multiple different powers can come from a single device.
    - Malfunction
    A working prototype will likely have a number of reoccurring bugs, often causing the prototype to stop working. Through vigorous testing most of these bugs can be removed completely. Technology powers have a chance of failing and going into a lengthened cooldown. Repeated use of the power reduces the malfunction chance.
    - Invention
    Any invention can be improved with another invention. By gathering the right parts, a Technology Hero/Villain can upgrade their prototypes in various ways. (Could give a large EXP bonus, improve powers, or give powers new effects.)

    Magic:
    - Channeling
    Heroes/Villains who get their power from magical sources can find ways to flow their magical energies into allies and enemies, strengthening or weakening/damaging them respectively.
    - Rituals
    Through the right combination of magic words, motions, scrolls, runes, magical items, and sometimes the bodies of the defeated, a Magic Hero/Villain can give themselves and their allies a long-lasting improvement.
    - Enchantment
    Magic Heroes/Villains can use certain clothing and trinkets to strengthen themselves, and can make or improve magical items by draining the energies from other magical items and/or combine them through certain rituals and methods of crafting.
    - Drain opponent
    After defeating an opposing magic-wielder, Heroes/Villains can take away some of their power and add it to their own or steal/confiscate sources of magical knowledge. (Could give a large EXP bonus, improve powers, or give powers new effects.)


    Mutation:
    - Self Control and Outrage
    Mutated Heroes/Villains often have problems with self control, usually either due to changes to certain parts of their brains or the effects of social stigma and mental breakdowns after serious physical changes. As a Mutated Hero/Villain loses more control of themselves they lose awareness of their own fatigue and focus less on the consequences of their actions. (Reduced Endurance Cost of powers, reduced attack power secondary effect, and increasing chance for powers to backfire.)
    - Physical Change.
    Mutation can cause massive changes to a Heroes/Villains body, making them more or less resistant to certain types of damage and secondary effects. Increased resistance to one type of damage often means reduced resistance to the opposite damage type.
    -Re-Mutate
    By finding or creating more of the mutagen that caused their original mutation, a Mutated Hero/Villain can further mutate them self, increasing the effects of their powers and Physical Changes. They can also create new mutagens or improve the formula of the original mutagen to cause different mutations or reduce/counteract the negative effects of mutation. (Could give a large EXP bonus, improve powers, or give powers new effects.)


    I could not think of any exact purposes for the Science Origin, as Science would most likely classify as either a Technological advancement or a personal Mutation. Please leave feedback, and thank you for your time.