((How do you play off the Inspiration use?))


American_Valor

 

Posted

Obviously for different characters it's different.

Since my main is an energy being, my Inspirations are high-tech batteries (literally) which he can instantly drain to boost one or another aspect of himself.

What about you?


 

Posted

Like you said it depends, I have lots of Natural characters, so lots of time its sometype of injection or other medical description dealing with medic kit and the medical pool.

I have also used food items like powerup energy bars and drinks between battles.


Valor


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Posted

Normally, it depends on the character type. Natural, Tech, Science and Mutant tend more toward "super" versions of modern medicine. Serums, nanotechnology, and "bandages" serve as the advances of "modern medical science."

Magic, however, tends more toward potions, scrolls and gems. Natural and Mutant characters also utilize these, as do the other origins, just as the magic characters can gain bonuses from the modern medicine, but that doesn't mean they like it.

When I'm writing, if I'm referring to an inspiration, I usually use a magic gem (that turns to a fine powder and fades into the wind) or a "hypo" syringe (a syringe that gets pressed into the thigh and fires a spring-loaded needle into the body then injects its contents; it's based off the atropine injectors the military uses when dealing with chemical attacks). Sometimes I use a scroll or a medicinal patch, but I usually stick to syringes and gems.

Each are easily color-coded, too. Green ones heal, red ones boost strength, yellow ones focus the senses (or clear them), purple ones boost agility, orange ones thicken the blood or harden the skin, and pink ones (or maybe it's light purple) clear the mind. The actual solution (whether it be magic, nanites, or an experimental serum) is left up to the reader most of the time.


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Posted

For natural characters I just take them as they're named, a point in the fight where they gain a boost


 

Posted

I don't think of them as "things". They represent the points in a fight or an investigation where the hero gets her second wind or becomes grimly determined or whatever. It's psychological, generally, not "I take my Underdog Power Pill".


 

Posted

One could argue that Inspiration use is both physical AND psychological.

Take, for instance, blue inspirations - during a fight, a character could be attacking soooo much, that said character begins to get tired - when suddenly, the opponent does something stupid, makes a mistake, leaves an opening the character takes notice of - and the character takes this opportunity to catch a breath...some sort of break in the action can also allow for this.

Physical objects such as gems/scrolls/potions/injectors can also explain the use of "Inspirations".

Either way, I'd have to say any "Inspiration" used in roleplay would be a)character-dependent and b)situational-dependent.


 

Posted

I don't typically refer to Reds, Yellows, Purples, or Oranges as anything other than 'ideas'. Literal inspiration, if you will.

Blues, Greens, and Awakens, however, all get thier own term.

Blues are inhalors, which help improve breathing over a short period of time.

Greens are typically nanobots, or some other throwaway healing device.

Awakens are resuscitation kits.


 

Posted

[ QUOTE ]
I don't think of them as "things". They represent the points in a fight or an investigation where the hero gets her second wind or becomes grimly determined or whatever. It's psychological, generally, not "I take my Underdog Power Pill".

[/ QUOTE ]

This has kind of been my take on it as well. Like seeing the good guy in any movie getting his butt handed to him, then the 'hero' just clicks and things start going his way. Determination is what I chalk it up to, plus fits in real well with any toons with Willpower set


 

Posted

Normally I just view them 'inspirations', literally just a moment where you happen to be fighting slightly harder than usual. Certain characters (My Thug MM especially) are on drugs such as Excelsior, Superadyne, Rage, Shift... sometimes all of them. These enter gameplay in the form of inspiration use. Simply for concept purposes, I'll usually have such 'addicts' pop off a couple just for a quick fix, even if they're just standing around.


 

Posted

Just portions of my character's true power. For my heroes, it's a 'He's tough. I can't afford to hold back' thing. For my villains it's a 'I am no longer amused' thing.

I don't play street level heroes.


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Posted

Well, I hold it as the namesake for mostly everyone except Experiment- He uses technological advancements for the lower level stuff and his mutant power for the highest level inspirations.


 

Posted

First Feign has an herbalist friend who occasionally teleports packets to him as they're finished.

The rest of the Feigns (and Shekinah) are able to manipulate reality, and simply find certain moments and places to be particularly malleable.

Rhiannah, Baduro and Nephanim all do Dyne on occasion.

a cat is occasionally just inspired by the though of her next meal.

Praetorian Grey gets sporadic support directly from Ouroboros.


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