Changing Origins
Actually, I don't really agree with most of the origin write ups, I kind of go with what ever story I want to spin for my char and ignore the whole origin thing other wise. I very rarely use anything but IOs anymore any way so it doesn't come into play much for me.
"Where does he get those wonderful toys?" - The Joker
Totally did this with my main. Changed the name to fit the origin.
My first 50 is Natural, but she's more evolved into a multiple-origin type in her backstory.
The only real consideration I give aside from an origin being "obvious" (ie: a magician, a hideous mutant, a robot) is what enemies I'll be facing in the low levels.
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Repurposed
The Flaming Bunnyman was a level 30 mutation origin Fire/Fire/Flame blaster.
Then I was looking over the origin-based titles.
The Fabulous Flaming Bunnyman is a level 31 natural origin Fire/Fire blaster, eagerly eyeing those purples that his previous incarnation put in the storahe bins.
@Roderick
Only problem I have is the forced Natural origin of my Soldier. The time with Arachnos was only a part of her background, Sience would have fitted better.
Quite often I tend to ignore the Origin though, since I find it too limited. Sure, for some of my character it is enough, for others, not so much.
For example, quite a few of my characters really have a mixed origin. Part of the powers may come from sience, others from a tech gadget or a magic item, or just natural training.
Since the current system can't really reflect that properly anyway, I tend to ignore a bit what it says on the character sheet.
Been there, done that.
I rolled a Dominator as Natural... and basically had things in his bio end up making him sound Magic origin. I have now changed his costume and background more times than I can count... easily a dozen. He is now an alien... whose powers are mind based, and completely natural.
I think he may stay this way for a while. But with me, one can never quite know for sure.
It's happened to me on several occasions. Oh well.
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Actually, I don't really agree with most of the origin write ups, I kind of go with what ever story I want to spin for my char and ignore the whole origin thing other wise. I very rarely use anything but IOs anymore any way so it doesn't come into play much for me.
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Agreed. For example, I've got a few characters that would probably fit best under Science, but I despise the Vahz so much that I refuse to take Science on the hero side. Or I may make a tech-based character, but don't really want them to have Clockworks as their primary enemies this time. I'll simply choose a different game origin and RP it my own way.
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but after a while his story changed so that he was infected with a Technological organism that allowed him to interface with various pieces of technology on the biological level, which is a totally Science background.
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My nanotech heroes are all Tech - why should it be Science?
My scrapper doesn't need an AoE. She IS an AoE.
My 50 Thugs/Dark started out as a Magic hero. For all intents and purposes her "Darkness" was spells. It wasn't until she met a -true- spellcaster somewhere in the mid-30's that anyone realized she wasn't using spells.
She was a powerful telepath and telekinetic. The Dark Miasma powers were simply her visualization. She'd been around magic for a lot of her life and tried her hand at speaking gibberish and waving her hands, so when her force of will reached out and accomplished the task she was trying to cast a spell to do: She just assumed.
So she went from Magic to Natural or Mutant. It was pretty cool. =-3
-Rachel-
I don't worry about it anymore. I usually pick Natural by default since it seems like I get mostly natural SO drops.
Learn modesty, if you desire knowledge. A highland would never be irrigated by river." (Kanz ol-Haghayegh)
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Before you jump on me, this is NOT a petition to allow changing of origins after creation, nor a comment on anything to do with origin mechanics.
What I am interested in is how many of you roll with one origin, and then later on, as you get a better idea of your character, or come up with a better background or story or what-have-you, have wanted to change your origin?
I've done this a few times, generally around Tech and Science. For instance, my main character, Morac, was originally a generic Powered Armour guy, but after a while his story changed so that he was infected with a Technological organism that allowed him to interface with various pieces of technology on the biological level, which is a totally Science background.
Does anyone else do this? Or is it just me?
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Nope.
Not just you.
Its happen to me before i hate when it does happen!
Power is unless without the will to use it,
But will in nothing unless you believe in yourself.
And that is ture power!
Written by-Mr Amazing
I have seen so many characters that seem to have more then one origin which makes my wonder, why be able to pick two at the start of making a character? I guess kind of like (I know this is gonna sound crazy but stick with me for it) Pokemon (yeah even I can't believe I said it!) When the game first started you had your very basic types like Fire, water, grass, rock, ect. Now if you like at the newest games you will see that there are very few that are just one type now days, now you have your Normal/Fly, Steel/Fire, Ice/Ground, ect.
With Going Rogue coming out, why not? I have seen so many characters people make that are like Tech/Science, Nat/Tech, Nat/Magic, ect. I mean I can't see a real problem with it. I mean as of now the only thing Origins really work with is your starting contact (CoH), where you go to get your Enhs. the moment you hit level 12, and in some cases what NPCs may or may not say to you (Midnighter's Origin's quest). Heck you could even make it like a sub Origin, or a title like you pick when you get to a higher level. Or if Origin really become a big thing, make a nice little Arc story to pick a sub origin.
But yeah, to the OP I know how you feel, one of my main characters started out as a Nat. but then I started using a ton of Tech stuff for both costumes and story wise, and before I knew it she was a Nat/Tech!
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The Flaming Bunnyman was a level 30 mutation origin Fire/Fire/Flame blaster.
Then I was looking over the origin-based titles.
The Fabulous Flaming Bunnyman is a level 31 natural origin Fire/Fire blaster, eagerly eyeing those purples that his previous incarnation put in the storahe bins.
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I never really even considered this. I know that there are origin titles but until you actually stated it this way, I hadn't given it much thought when designing a character. I normally just go with what their lore entails.
I may start selecting origins based on possible titles I want them to have in the future.
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I'm tempted to go mutant only with the current lack of tool-tips on stuff. Mutant SOs are the easiest to buy in that situation.
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The only time Origin has been a concern to me was that my first TA/Arch was Natural, since it was his training and dedication that made him such an amazing archer. Unfortunately, that meant he did not have the Technology temp power to light his Oil Slick later on.
So my second TA/Arch is Technology, due to the sophisticated Arrows and Bow he uses. Either Natural or Technology fits, and having that Taser for the Oil Slick is VERY handy.
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"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
Happens to me a lot. I tend to pick powers first, concept second... occasionally, I revise the concept when I'm already at level 10. And I do agree with previous posters that I'd like to be able to have multiple origins, especially for things like, say, a MA/regen scrapper who is a martial artist who gained regeneration from experiments. Natural/Science.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
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but after a while his story changed so that he was infected with a Technological organism that allowed him to interface with various pieces of technology on the biological level, which is a totally Science background.
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My nanotech heroes are all Tech - why should it be Science?
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The line of differentiation that I use is this:
Using technology: Tech Origin.
Having Technology fundamentally alter you: Science.
Which one you want to use for your guys is up to you.
@Morac | Twitter
Trust the computer. The computer knows all.
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Actually, I don't really agree with most of the origin write ups, I kind of go with what ever story I want to spin for my char and ignore the whole origin thing other wise. I very rarely use anything but IOs anymore any way so it doesn't come into play much for me.
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Agreed. For example, I've got a few characters that would probably fit best under Science, but I despise the Vahz so much that I refuse to take Science on the hero side. Or I may make a tech-based character, but don't really want them to have Clockworks as their primary enemies this time. I'll simply choose a different game origin and RP it my own way.
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I had the same problem back when I first started the game, and tried to fight Clockwork with my Tech-origin AR Blaster. Needless to say, it sucked and he got deleted, and I swore never to make a Tech character that specialized in lethal damage ever again.
But...ever since they introduced radio missions blueside - or heck, even things like sewer teams and the AE - this is no longer an issue. I could have remade the above AR Blaster and theoretically never have had to worry about being forced to fight enemies resistant to his damage. The same can now be said for any character of any powerset. So unless you strongly prefer to do the story arcs of your chosen origin, this problem is now circumventable.
Meanwhile, a lot of the times I hear people complaining about their origin, it just means their preconceived definition of that origin was wrong in the first place, and they're too stubborn to change. The old "I was mutated in a Science experiment, therefore I'm Mutation" chicane comes to mind...
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Been there. Good thing I've rolled multiples of my main.
Though, I base the origin on what she believes to be the case at the time. As her story has gone on, it has changed.
The fact that she started with Amnesia has made this easier for me at times.
So, now I just have to decide when I make her up Magic or Science Origin (as she's both...as both are involved with her creation)...but I always choose Magic. I just don't care for the sleeping dart origin power.
But it does make me wish I could go dual origin at creation (maybe just so it shows up on the ID and Info screen, but the second one doesn't give you any benefits other than that.
For example, Magic/Science, Magic is first, so I get the magic contact, have to use Magic Origin enhancements, but when people click on my toon, or look at my info, they see Origin: Magic/Science.
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but after a while his story changed so that he was infected with a Technological organism that allowed him to interface with various pieces of technology on the biological level, which is a totally Science background.
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My nanotech heroes are all Tech - why should it be Science?
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The line of differentiation that I use is this:
Using technology: Tech Origin.
Having Technology fundamentally alter you: Science.
Which one you want to use for your guys is up to you.
[/ QUOTE ]Actually, if you notice, nanites seem to be tech enhancements - So in game, nanites are primarily tech.
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net
Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
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Actually, I don't really agree with most of the origin write ups, I kind of go with what ever story I want to spin for my char and ignore the whole origin thing other wise. I very rarely use anything but IOs anymore any way so it doesn't come into play much for me.
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Agreed. For example, I've got a few characters that would probably fit best under Science, but I despise the Vahz so much that I refuse to take Science on the hero side. Or I may make a tech-based character, but don't really want them to have Clockworks as their primary enemies this time. I'll simply choose a different game origin and RP it my own way.
[/ QUOTE ]
I had the same problem back when I first started the game, and tried to fight Clockwork with my Tech-origin AR Blaster. Needless to say, it sucked and he got deleted, and I swore never to make a Tech character that specialized in lethal damage ever again.
But...ever since they introduced radio missions blueside - or heck, even things like sewer teams and the AE - this is no longer an issue. I could have remade the above AR Blaster and theoretically never have had to worry about being forced to fight enemies resistant to his damage. The same can now be said for any character of any powerset. So unless you strongly prefer to do the story arcs of your chosen origin, this problem is now circumventable.
Meanwhile, a lot of the times I hear people complaining about their origin, it just means their preconceived definition of that origin was wrong in the first place, and they're too stubborn to change. The old "I was mutated in a Science experiment, therefore I'm Mutation" chicane comes to mind...
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See that's my issue with the origins in the game. They don't line up at all with what I think my characters origin and specialty should be.
I would see that as, an experiment turned me into a mutant, there for I am a mutant, regardless of the nature of the experiment. But the Origin descriptions in the game are really fairly specific.
I think most of my chars would be "natural" if I went by what the game said, even though I attribute their powers to other things.. But it's a nit pick and I largely ignore what the game says the origins are and go with what ever I like best for the concept.
"Where does he get those wonderful toys?" - The Joker
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but after a while his story changed so that he was infected with a Technological organism that allowed him to interface with various pieces of technology on the biological level, which is a totally Science background.
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My nanotech heroes are all Tech - why should it be Science?
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The line of differentiation that I use is this:
Using technology: Tech Origin.
Having Technology fundamentally alter you: Science.
Which one you want to use for your guys is up to you.
[/ QUOTE ]Actually, if you notice, nanites seem to be tech enhancements - So in game, nanites are primarily tech.
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Actually, what I was trying to argue is that the nanites, while floating in your bloodstream or wherever, haven't fundamentally altered you, therefore: Tech. With my namesake character, it's a virus that has altered his very cellular structure, therefore: Science.
@Morac | Twitter
Trust the computer. The computer knows all.
Before you jump on me, this is NOT a petition to allow changing of origins after creation, nor a comment on anything to do with origin mechanics.
What I am interested in is how many of you roll with one origin, and then later on, as you get a better idea of your character, or come up with a better background or story or what-have-you, have wanted to change your origin?
I've done this a few times, generally around Tech and Science. For instance, my main character, Morac, was originally a generic Powered Armour guy, but after a while his story changed so that he was infected with a Technological organism that allowed him to interface with various pieces of technology on the biological level, which is a totally Science background.
Does anyone else do this? Or is it just me?
@Morac | Twitter
Trust the computer. The computer knows all.