Why is it that people with amazing concepts..
Maybe they're waiting for power customization in the hopes that the missile can be changed to a flying monkey and the emanation point can be her butt.
Larry Jablonski
Infinity Server
Arc Name: Old Folks Home
Arc ID: 261041
Synopsis: The Octogenician can control minds, but only of people over 80. He's taken an old folks home hostage. Beat up old folks screaming about the good ol' days to defeat the Octogenician!
Well i have a lvl 50 SS/WP brute who origin is natural. I choose to go with Mu because i wanted a ton of AoE damage. I don't RP so i really don't care if his powers clash with his description i just make him fun to play with
I tend to think about origins and power mechanisms very thoroughly. I'll even write about why I chose the powers that I did.
For example, Holly Star is the eldest of 5 siblings. She's a mutant, with the ability to teleport energy into her body via tiny wormholes. She can release the energy, but not controllably.
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One of the most useful parts of our research together was something Holly dubbed the 'Showering Teen Experiment'. Holly would stand or sit in a sealed shower stall, exerting her 'explosion' power on the water around her. Using laser range finding and atomic clock measurements, I and my assistants began to detect minor temporal-spatial distortions in and around my daughter's body.
Holly mentioned at the time that she had the, quote, 'lamest super power ever-- the ability to have nerdy scientists peek on my showers'.
(Yes, Veronica, she was wearing a swimsuit at the time.)
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Her father, a research scientist, built a pair of guantlets for her that allow her to harness the energy, giving her blast powers.
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5. The Blackstar Prosthetics
The primary problems Holly encounters when purposefully expending energy she has gathered are energy polarization and physical control. In other words, Holly has very little conscious control over how, when, or in what direction the energy leaves her body. It requires a great deal of exertion and concentration for Holly to direct the energy she has gathered in any other direction than 'everywhere at once'.
The immediate solution that presents itself (at least to me) is to construct a polarizing filter of some kind to help restrict and focus the release.
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The rest of her power choices are all about teleportation and manipulation of various kinds of energy via that micro-scale teleportation. Her stealth powers work because she literally teleports the light through her body. PFF works because she teleports projectiles and stuff away from her.
That's a very straight-forward power selection setup. Energy/energy/Force Mastery blasters are actually pretty common, rationalized or not.
One of her good friends, Cynthia Corro, is a 'Gennie', a girl who was genetically engineered and gestated in a tank by a corrupt company intent on selling her and girls like her as slaves. Corro Company's genetic engineering process has a very serious flaw, however, that introduces mutant powers into genomes they create. Accordingly, Cynthia is a strong telepath, and telempath-- a psychometry type.
She was rescued from Corro's lab by pirate-themed vigilantes who work to break up human trafficking rings. The leader of the group, Pirate Queen Yui (a natural Archery/Devices blaster) was severely injured in the attack, so Cynthia leeched her knowledge of Archery, took Yui's equipment as the others escorted the injured vigilante out, and covered their retreat by dropping all kind of archery nastiness.
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When we opened the capsule, Cynthia came up swinging. She was extremely aggressive. Lala and Ramone Shelly had to hold her down, and I had to explain what was happening and who we were before she finally calmed down.
After I made my explanations, Cynthia's behavior reversed 180 degrees. The very first thing she did was offer to help us kill the base administrator.
Later, after I nearly got my leg blown off, I very clearly remember feeding explosive-headed arrows to Cynthia as she covered our retreat. Looking back on it, I'm *certain* she had leached at least some of my archery skill telepathically. She's held on to it, and has her own bow now.
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Despite the fact that Cynthia is a psi-type, her primary and epic are Archery and Munitions Mastery. Even though you don't often see weapons and psi together, they fit in the context of Cynthia's story.
I've re-rolled Cynthia several times, first as an Archery/Dev blaster with the presence pool, then as Trick Archery/Psi, a Mind/TA, and after power proliferation, finally as an Archery/Mental Manipulation. I understand that Archery/Psi has actually become a rather popular combo. Since rolling Cynthia as an Arch/Psi I've also recently found a popular Japanese comic that features characters who aim weapons by telepathy
So, depending on the story that a player sets up, power choices that seem 'off-theme' can actually become an integral part of the character's backstory.
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I've done an ITF with a stalker who had no status protection and used jump kick in his attack chain and kept my mouth shut.
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What's wrong with Jump Kick?
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I've done an ITF with a stalker who had no status protection and used jump kick in his attack chain and kept my mouth shut.
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What's wrong with Jump Kick?
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Nothing. They said the person used Jump Kick in his ATTACK CHAIN. Totally should've been using Jump Kick exclusively.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Does Surveillance force you to draw the stupid Gun?
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No. You get an interruptable animation of your character looking into a screen over their wrist that emanates targeting lasers towards your target. It's pretty nifty and, as I said, interruptable, so you often just have the laser parts if you use it in sequence with other powers.
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I've done an ITF with a stalker who had no status protection and used jump kick in his attack chain and kept my mouth shut.
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What's wrong with Jump Kick?
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I have a fire/fire scrapper who uses jump kick as part of her chain. It's subbed in for the t1 fire punch attack and slotted with Kinetic Crash to give her extra knockback protection. You lose a smidge of damage that way, but gain a lot of mitigation. It's a pretty good trade-off.
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Nothing. They said the person used Jump Kick in his ATTACK CHAIN. Totally should've been using Jump Kick exclusively.
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Yeah, the nub mistake was not knowing jump kick is an attack chain! /silly
What I meant by the comment, was that sometimes people do things with their characters that seem to gimp them outright (melee without status protection at 50?!), maintain LESS THAN OPTIMAL XP/S!!!11one (Jump Kick), and, heaven forbid, make power choices that don't obviously go with what I think their concept is. It's not a big deal and certainly nothing to go start a smug thread about.
Jump Kick has numbers comparable to Air Superiority, and everyone keeps raving about how AS is one of the best Pool Powers you can get.
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Jump Kick has numbers comparable to Air Superiority, and everyone keeps raving about how AS is one of the best Pool Powers you can get.
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Air Superiority is great because it knocks down every single time. Jump Kick's knockback isn't nearly so frequent. Still, it's got a fun animation and takes KB sets, which makes is VASTLY more useful than before IOs.
In fairness, it's misnamed; it clearly ought to be called WTF Kick, because I imagine that if someone performed that motion in front of me, ending with me kicked in the face and him standing tall and looking pretty, I would be thinking "WTF?"
LOL
Is that a cousin to the WTF Blanket?
I'm one that will forego an APP if one doesn't fit in favor of more primaries, secondaries or another power pool.
It's how I roll. Do I gimp myself? I guess. But at the same time with IO's, I can usually strategically pick a pool power or a main power and compensate a little with those late game power choices.
As it is, by that time on most characters I already have 3 and a half power trays filled with powers I can activate.
@Nihilii - actually I think you began being rude when you quoted my comments and said that they "made you laugh." I thought that was pretty demeaning and probably fueled by the initial few replies I got.
I addressed your remarks as best as I could. To be honest judging by the vitriol in your last reply, I think you have some issues. Do you often get into pointless arguements and take great offence to people ignoring what you say? (Which, I don't believe that I did, I thought I answered your points pretty well.)
Your whole notion that Mind/Storm/Psi is cookie cutter I have to be honest is utterly rediculous and to go back to the start of the post, it made me laugh by its sheer nonsense. Perhaps you should stay in the Scrapper forums?
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I tend to think about origins and power mechanisms very thoroughly. I'll even write about why I chose the powers that I did.
For example, Holly Star is the eldest of 5 siblings. She's a mutant, with the ability to teleport energy into her body via tiny wormholes. She can release the energy, but not controllably.
[ QUOTE ]
One of the most useful parts of our research together was something Holly dubbed the 'Showering Teen Experiment'. Holly would stand or sit in a sealed shower stall, exerting her 'explosion' power on the water around her. Using laser range finding and atomic clock measurements, I and my assistants began to detect minor temporal-spatial distortions in and around my daughter's body.
Holly mentioned at the time that she had the, quote, 'lamest super power ever-- the ability to have nerdy scientists peek on my showers'.
(Yes, Veronica, she was wearing a swimsuit at the time.)
[/ QUOTE ]
Her father, a research scientist, built a pair of guantlets for her that allow her to harness the energy, giving her blast powers.
[ QUOTE ]
5. The Blackstar Prosthetics
The primary problems Holly encounters when purposefully expending energy she has gathered are energy polarization and physical control. In other words, Holly has very little conscious control over how, when, or in what direction the energy leaves her body. It requires a great deal of exertion and concentration for Holly to direct the energy she has gathered in any other direction than 'everywhere at once'.
The immediate solution that presents itself (at least to me) is to construct a polarizing filter of some kind to help restrict and focus the release.
[/ QUOTE ]
The rest of her power choices are all about teleportation and manipulation of various kinds of energy via that micro-scale teleportation. Her stealth powers work because she literally teleports the light through her body. PFF works because she teleports projectiles and stuff away from her.
That's a very straight-forward power selection setup. Energy/energy/Force Mastery blasters are actually pretty common, rationalized or not.
One of her good friends, Cynthia Corro, is a 'Gennie', a girl who was genetically engineered and gestated in a tank by a corrupt company intent on selling her and girls like her as slaves. Corro Company's genetic engineering process has a very serious flaw, however, that introduces mutant powers into genomes they create. Accordingly, Cynthia is a strong telepath, and telempath-- a psychometry type.
She was rescued from Corro's lab by pirate-themed vigilantes who work to break up human trafficking rings. The leader of the group, Pirate Queen Yui (a natural Archery/Devices blaster) was severely injured in the attack, so Cynthia leeched her knowledge of Archery, took Yui's equipment as the others escorted the injured vigilante out, and covered their retreat by dropping all kind of archery nastiness.
[ QUOTE ]
When we opened the capsule, Cynthia came up swinging. She was extremely aggressive. Lala and Ramone Shelly had to hold her down, and I had to explain what was happening and who we were before she finally calmed down.
After I made my explanations, Cynthia's behavior reversed 180 degrees. The very first thing she did was offer to help us kill the base administrator.
Later, after I nearly got my leg blown off, I very clearly remember feeding explosive-headed arrows to Cynthia as she covered our retreat. Looking back on it, I'm *certain* she had leached at least some of my archery skill telepathically. She's held on to it, and has her own bow now.
[/ QUOTE ]
Despite the fact that Cynthia is a psi-type, her primary and epic are Archery and Munitions Mastery. Even though you don't often see weapons and psi together, they fit in the context of Cynthia's story.
I've re-rolled Cynthia several times, first as an Archery/Dev blaster with the presence pool, then as Trick Archery/Psi, a Mind/TA, and after power proliferation, finally as an Archery/Mental Manipulation. I understand that Archery/Psi has actually become a rather popular combo. Since rolling Cynthia as an Arch/Psi I've also recently found a popular Japanese comic that features characters who aim weapons by telepathy
So, depending on the story that a player sets up, power choices that seem 'off-theme' can actually become an integral part of the character's backstory.
[/ QUOTE ]
Interesting read Moo, I love reading characters bio's. Especially when they are well thought out.
With a Psi/Archer character its true that you could go for many different playstyles, Controller, Defender or Blaster. I think personally that is great. I would probably go for the Controller or Defender version myself, I prefer those playstyles more. The only problem with trick arrow and themes, is that its hard to explain why one would blast with psi instead of shoot with their bow. For that reasoning, perhaps the archery/psi blaster is the best bet?
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Don't really know what else to add, but maybe even witches need some kind of 'oh crap' thing to whip out when things get tough?
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At the tail end of level 40...
"Laugh now, my pretties. You may have shrugged off my mighty powers borne of ancient magic. But the time is drawing nigh when you will regret our foolishness. Mark my words..."
After a little montage to get to 41...
"I'm back! Remember me? And now for a magic of a new and different kind..." (Whips out the rocket launcher and blows the bums away.)
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..completely ruin the theme sometimes when it comes to Epic Power Pools?
Now don't get me wrong, I'm NOT telling anyone how to play at all. However it just strikes me as so odd when someone has obviously put a lot of thought into a character, their primary/secondary powerset, bio, character name. Yet come up with the most rediculous EPP. It is such a shame I think.
The other day I saw a blaster who was themed as a witch. A great bio, and electric blast/electric manipulation. Her outfit was pretty cool and her bio was enjoyable. Yet to my suprise when reading her power selection she had the munitions epic power pool. I noted that this witch would apperantly throw out a ROCKET LAUNCHER amongst her electric spells?
Why is it that when people reach 41, their idea of concept sometimes flies out the window?
Sometimes a flawed character who doesn't wipe the floor with everything and does have weaknesses, is a more interesting character to play.
Peacemoon, Mind/Storm/Psi Controller
P.S I realise that sometimes it is thematically correct to have different elements etc, but you can only stretch it so far.
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Yes, how dare they make intelligent strategic decisions and not gimp themselves to conform to your arbitrary standards of what makes an acceptable character. Those bastards! Also, I have to say I've never understood the logic that a wizard shoudl be somehow phsicaly incapable of using modern technology - rocket launchers are badass, and being a witch doesn't make you forget how to pull the trigger on one.
Another thought - have you ever actually asked one of these people in-character about their choice? You might be surprsied how many of them have a good explination. Or at least a passable one.
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Don't really know what else to add, but maybe even witches need some kind of 'oh crap' thing to whip out when things get tough?
[/ QUOTE ]
At the tail end of level 40...
"Laugh now, my pretties. You may have shrugged off my mighty powers borne of ancient magic. But the time is drawing nigh when you will regret our foolishness. Mark my words..."
After a little montage to get to 41...
"I'm back! Remember me? And now for a magic of a new and different kind..." (Whips out the rocket launcher and blows the bums away.)
[/ QUOTE ]
So awesome.
I hate going to Pocket D, so by the time I reach level 41 I'm just like "screw it" for RP and concept.
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Jump Kick has numbers comparable to Air Superiority, and everyone keeps raving about how AS is one of the best Pool Powers you can get.
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A 20% chance to Knockup compared to a 100% chance to KnockUp and -Fly for 30 seconds... oh which to choose...
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.Driver Sweeper * CohHelper * HijackThis * TweakCoH * CPU-ID
* Defraggler * Program Security Scan * PC Performance Scan *
The gun witch is a minor story trope, i recall a modestly good rail shooter for the 360 named bullet witch that runs with the thing. Did their bio indicate that they couldnt use a gun? I mean, im just not seeing where you found a problem. they were a witch that could use magic, and also supplemented her self defense with a gun too, I would hate to see what you think of some of my guys, they are consistent, but not always in conventional ways.
As for jump kick, i always considered it a good move for spider-man/nightcrawler type characters. extravagantly acrobatic but helps a theme. as for as's 100% knock up, its been a round a long time, but i would not be surprised if we see it brought into line with the other pool melee powers eventually. not calling for it, just saying, use it if you like it, but dont build your house on it.
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The other day I saw a blaster who was themed as a witch. A great bio, and electric blast/electric manipulation. Her outfit was pretty cool and her bio was enjoyable. Yet to my suprise when reading her power selection she had the munitions epic power pool. I noted that this witch would apperantly throw out a ROCKET LAUNCHER amongst her electric spells?
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You've obviously never seen Shaman King, where the ghost of an ancient Chinese warrior can be magically materialized as a winged bomber mecha. Or the spirit of a gunfighter doll can be magically materialized as a doll with a giant bazooka for a head.
How do you know the witch hasn't simply invoked a spirit of thunder who takes the form of a rocket launcher?
Storm Summoning is great because it makes you better than everyone else in the game. - Camma
Knockback is mitigation. It won't be removed just because meleers ***** and moan. - Chaos Creator
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People are invoking Joss Whedon to support a concept?
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Do not doubt the mighty powers of Joss Whedon!
Ensemble Caste powers Activate!
Form of Social Archetypes!
Shape of Dynamic Verbal Interplay!
[/ QUOTE ]Again!
And Again!
And Again and again and again and again and again and again and again and again and again and again!
IS THIS GOOD WRITING YET?
<QR>
Bullet Witch
END OF LINE
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People are invoking Joss Whedon to support a concept?
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i'm not, but it's true that there are many examples in games, books, comics, television and film of characters using both magical and technological capabilities, and even combining them into a technomagical gestalt.
Lusiphur from Poison Elves having a semi-auto pistol with endless ammunition in a high fantasy swords & sorcery setting is one of the most minor examples.
[i]Edit: My previous post linking to clips of magical girls blowing stuff up with guns, rocket launchers, power gauntlets and clip-fed auto loading magical staves are a few other minor examples.
Dr. Todt's theme.
i make stuff...