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Posts
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Joined
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That and... the Black Blood of the Earth. Man do I want to know what they are all about.
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Same here (and I'm guessing it could tie in with the binding of Bat'zul idea.)
I really want to know what Crey is up to at the Utopia Complex in Eden. -
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The Warriors can be nasty for a squishy, but I have NEVER seen them actually winning a street fight. They're always the ones cowering on the ground before the big bad Freaks or the Tsoo.
Heck, I actually felt bad for them so my Illusion/Kin would actually use deceive to help them win some of those fights and be the last man standing for once.
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Actually if you patrol Talos enough you will occaisionally see a Warrior beating up on a CoT mage.
Oh and going by the Top Cow comic Odysseus is definitely the gang's leader. -
Well Cap is a lvl 10-20 zone and Sharkhead is 20-30, but there is a lot of potential humor in both areas and stuff from both zones (Dr. Aeon in Cap and the Leviathan mythos in Sharkhead) continue to be dealt with in CoV after you outlevel those zones, so there could be reasons for Stan and Lou to check them out.
Can't wait to see what you have planned for the 5th. -
Nice job with Castillo. He is probably one of my favorite AVs in the game and you did an amazing interpretation of him.
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Sharkhead has several good characters that might be worth using. Doc Buzzsaw and Operative Vargas are both amusing characters in different ways. I could also see a lot of potential humor in having Stan and Lou deal with Diviner Maros. Maros would also be a good vehichle to provide foreshadowing or to move the overall story forward.
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Well if you want to stay away from Arachnos this wouldnt' work, but the Fortunatas are usually women born with psychic abilities who Arachnos recruited. If you wanted to use one of them then Mercy has two very prominent ones in Kalinda and Seer Marino (they also hang out in Cap if you aren't looking to use signiture chracters).
If you wanted to use Lost (who are really mutated, not mutants) they hang around the docks in Port Oakes.
Sadly Outcasts are probably your best bet for mutants and they don't hang out in the Rogue Isles.
You could always just have them visit someone who works for Arachnos or Aeon Corp who is an expert on mutations. -
Loved Skippy.
Actually if you are talking CoV zones you may want to consider Cap au Diable over Mercy. First, if they are leaving via the villain's chopper it's the zone they would end up in. Second, there is a ton of potential humor in the zone with the Luddites, the Goldbrickers and all of Aeon's weird experiments. -
Just found out about this today. This has been hilarious! Cannot wait for the next one!
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Knives of Artemis=practice dummies for Fallenz my scrapper. Only the bosses are a bother to him. I'm still trying to figure why folks have an issues with these lightweighs.
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If you have mez protection then they are just an annoyance due to all the caltrops. If you don't have mez protection though they will nail you with sleeps, holds and stuns that all last fairly long. -
My favorite testimony had to be the one where the hero wanted to do some bodily harm to Crimson after being sent to fight the KoA.
Great job. Can't wait for the nest one (*crossing fingers for DE or Nemesis*)! -
I think this may be one. The Lost leader Muxly may be a homage to Dastardly and Muttley in Their Flying Machines. Aside from the name, Muxly appears to have the same laugh that Muttley does.
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When Mussolini fell, Arachnos splintered. The Center took a small group and formed the Council. At that time Arakhn stayed with the Council and Requiem was placed in the 5th Column as a mole.
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Sorry to bring up the Council/Arachnos ties again but where does the Path of the Dark fit into all this. From the story arc in CoH we learn that this group is at least 1500 years old and it seems that the Council is a later form of the Path. Was the Path a faction within Arachnos controlled by the Nictus and then just split off as a unit after Mussolini fell to become the Council?