Seeking Suggestions on how to justify Patron Powers for different origins
Personally, my SS/elec brute's Mu epic isn't Mu at all, merely an extension of the electrical powers she already had. Just because the power name says Mu lightning doesn't mean it has to be magic. It's no more magical in appearance than normal elec blast is, really.
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I have a magic Spines/Dark stalker that uses Mace Mastery. Technically, the mace is a mystical ceremonial 'scythe' that he's searched for for ages and uses it to project his dark powers in an energetic offensive way. Since it's ceremonial, he wouldn't try 'hitting' anyone with it.
Since we can't customize the pools (yet), I just say it's a ceremonial 'weapon' and it works just fine. The only reason he even agreed to help Black Scorp is for access to an endless warehouse of spiderling skeletons he can puppeteer with his shadow powers.
Welcome to the wonderful world of fudge Berzerker.
Just because the ext on the power for example says it's Mu Lighning doesn't mean you have to RP it as Mu Lightning, it could just be an extension of his electrical powers.
Take for example a Grav/ controller, offically you're manipulating gravity, but you could fudge it as Telekinesis or a tanker using WP/ to fudge for regen.
So just don't feel you have to be constrained into how things exactly are in game mechanics for your RP explinations :P
Well, at the very least I've got to try and tie it into the Patron Arc, and explain how my contact with that patron lead me to acquire my newfound abilities. I like Leo_G and Rebel_Scum's explanations. I could just tell myself that the Mu know quite a lot about electricity, and their knowledge would help a technician just as much as a mage because of their interesting insights into the way it flows.
I could see them helping Rebel_Scum tap into his character's inner powers to unleash electrical bolts in new and interesting ways. Maybe these patrons are just incredibly wise individuals in their areas of expertise, and they know how to help everybody achieve their maximum potential?
I just need to make sure that I'm good with the idea before I make a toon and level them all the way to level 41. I don't want to suddenly get tired of them at that point, after putting in so much effort.
If it's just that one: Mu heritage is all that should be required to wield Mu (or any other) magic, and given the rate of genetic dispersal on this planet, approximately everyone has some degree of Mu heritage. My own, inherently un-magical heroine, Nitoichi, learned a Vanguard spell for changing her costume.
So, they unearthed his latent Mu genes allowing him to work magic.
Or...
It's a techno-magic effect, and the Mu-vians have assisted him in creating a technological means of accessing Mu-magic power sources.
One thing to keep in mind is that all the Origins essentially come down to a form of magic (according to the Origin of Powers arc, I think), so there's no reason why a Tech hero can't learn to manipulate Magic powers. While the common view of magic among players is that "magic is what science hasn't figured out yet", it seems like there is actually a magical force/energy responsible for the power of magic. Tapping into it by means other than genetics or talent seems quite reasonable.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
Or for the patrom arc you could just wind up prefering to work with Sirocco as opposed to the alternatives?
Or mabye to work on all that wonderful Magitech Arachnos has!
Well, most of my villains go to a patron because the powers in it complement their already existing abilities, like my Ice/Ice Dominator needs Hibernate. Since that is role played as an extension of her own powers, She went with mako and learned the sharkskin technique because he wasn't dead, crazy paranoid, or playing noble.
My Tech EM/Elec brute goes with Scirocco because of the electricity powers that don't neccessarily come from magic, but her own suit, but her personality complements Scirocco's enough that it makes sense.
My Science SS/INV brute on the other hand, went with Ghost Widow because she just wants to make Ghost Widow laugh, and learning how to throw negative energy fireballs using the souls of the men she's killed is just a fun bonus.
I usually do it like this: Find the patron pool that most complements your character, be it similar powers themes or the utility they actually offer. If the powers look like they could belong to your character then you don't need to justify it because the power list says "Mu Mastery".
If you can't find a way to seperate the powers from the pool, like the SS/INV brute above, then figure out why the character would join with that patron. Was it expressly to get the powers or some other 'non accumulation of power' based reason?
Infinity
Sam Varden 50 MA/Reg Scrap
Doomtastic 50 SS/Inv Brute
Ceus 50 Eng/Kin Corr
Cinderstorm 50 Fire/Fire Blaster
If you can't find a way to seperate the powers from the pool, like the SS/INV brute above, then figure out why the character would join with that patron. Was it expressly to get the powers or some other 'non accumulation of power' based reason? |
I'm a little confused about Ghost Widow too. Widows are considered natural origin, are they not? Come to think of it: All VEATS are natural origin, yet they are allowed to choose any of the 4 patrons. Arachnos Soldiers use a lot of tech, so why not mace? Maybe Ghost Widow's Darkness Stuff could be seen as an extension of Widow mind power training? Clearly the devs must have something in mind that allows the 4 origins to make sense on them.
... but there are 5 Origins
Magic, Science, Mutation, Tech and Natural.
The patrons don't fit that theme, and the patron powers wern't designed with strict co-herance to character concept in mind, heck being entirly optional for one thing :P
RP wise picking a patron in Arachnos isn't about doing it to get some nifty pwoers, it's about deciding who you stand with in the organisations, the pwoers are optional fringe benefits of said decloration.
Good point. There are two levels of justification aren't there? Even if you're magic, but not in a Ghost Widow/Mu sense, there is some thought involved. It would be overly limiting to have to build all of my toons around one of the 4 themes, so maybe it's just expected that we'll broaden our justifications?
I'm a little confused about Ghost Widow too. Widows are considered natural origin, are they not? Come to think of it: All VEATS are natural origin, yet they are allowed to choose any of the 4 patrons. Arachnos Soldiers use a lot of tech, so why not mace? Maybe Ghost Widow's Darkness Stuff could be seen as an extension of Widow mind power training? Clearly the devs must have something in mind that allows the 4 origins to make sense on them. |
At least the fortunada branch of widows are.
Brawling Cactus from a distant planet.
For most of my characters, I totally detach them from the patron arcs.
My main, Alpha, didnt get 'given' any technology by Black Scorpion. Him getting his more advanced shielding just 'coincided' with that level. I.E. something he had been working on anyway. Although maybe beating the snot outta Scorpion might have given him some ideas
My Stalker, for example, has studied the dark arts and suchnot, despite being technology origin. He's a cybernetically enhanced soldier from WW2, but one who studied a number of subjects during the war, mostly as use for countering various opponents. His dark mastery are just an extension of that, and Im lumbered with the level gate on them, sadly. Ghost widow, for me at least, frankly has nothing to do with it.
Dont let yourself be limited by enforced mechanics that are not fun, really.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Infinity
Sam Varden 50 MA/Reg Scrap
Doomtastic 50 SS/Inv Brute
Ceus 50 Eng/Kin Corr
Cinderstorm 50 Fire/Fire Blaster
Like using Mu lightning for a tech origin character. Technically, Mu lightning is produced using magic, but it looks wicked awesome when a tech character uses it. How do I justify taking Scirrocco as my patron so I can get his electricity? Should I just use a mace instead?
Does anyone else run into conflicts over these kinds of things? Does it bother you to use a patron that isn't compatible with your specific character's personality or origin or powerset.... etc? Should your character not use mace if they're a magic origin? Mostly I just want suggestions on how people view this conflict, how they deal with it, and what courses of action are best to take in order to restore the balance. Right now, I'm just trying to plan my builds so they'll make coherent sense, and with sensible story lines.
Should I say that my tech electric/radiation corruptor began studying magic late in life? Should I say that they gleaned technical insights from the Mu's electrical spells, and translated that knowledge into better machinery? Should I just say that my character has learned to synthesize magic and technology into a single craft? What's a good story justification?