Do you have a favorite/most used origin?


Acanous_Quietus

 

Posted

Science is my favorite and I believe my most used origin. I like the idea that the character was once normal.. and now isn't. Sometimes its something they volunteered to do, others its an accident, and then sometimes something has been done to them. Its very diverse and allows for very different background filler with multiple characters. The origin just speaks the most to me. *nods*

(P.S. More science based villains please)

Honorable mention:
Magic. Out of all the origins.. Magic is the most defined in game and has THE MOST lore revolving around it. From the gods that provide enhancement boosters (Grey is my personal favorite) to the banished Pantheon and the Circle of Thorns verses Mu.. When you start to really pay attention to how the magic origin came about it really is well done and highly detailed. Very awesome stuff and lots to work with.


 

Posted

Science, since I tend to reroll myname sake often. Though mutant would work just as well. Clone created in a womb with a view, who's x-factor gene kick started on it's own. So, it really comes down to choice, and why Id like Dual Origin.

Mutant comes in close second as I am a fan of the X-Men

Natural gets the least use, as I don't make many alien/demon types, and the idea of a natural human who can fly and shoot lasers or toss fireballs just doesn't seem natural to me.

Though I have created a few who human characters that Natural fits, I just never stuck with them.

I like the superpowers


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Posted

I'm generally either Natural or Tech.

But I do make Mutants from time to time.


 

Posted

I always tend to mix origins deliberately:

Main Hero- trained in martial arts, weapons, a technique to surpass human physical potential and all that but ends up crossing a sorceress who casts a curse on him, imbuing him with her powers over wind. (Natural/Magic)

Main Villain- a mutant telepath and psychic from birth. Since he was an orphan, he taught himself how to harness his psychic powers developing powerful close-range psi abilities such as the 'brain drain' and 'defy senses' so rather than train in martial arts, he just learns by sapping experience from other trained martial artists. Runs into demon ninja who uses shadow ninjutsu, manages to defeat him and drains his knowledge. (Mutant/Magic)

Kinetic Tanker- is of a clan of mutants with blood that absorbs physical force. Since he's the only surviving member and learned of his ancestor's war mongering past, he turns to monks, trains fine control of his abilities and hopes to help others by teaching them his ways or even martial arts to defend themselves. (Mutant/Natural)

Pistol Blaster- a pair of demons who performed evil under the command of bad summoners. Dismembered from infernal magics and helplessly entrapped in a holding container, they are released and rebuilt using technology and bound to a pair of pistols by Infernal himself. Now the posterchildren of a new league to reform evil demons, this pair of demons help Paragon by fighting evil, one lending their power to the other by possessing and empowering the pistols. (Magic/Tech)

Anyway, in those cases, I tend to just pick either or even if one origin is better described the concept. But then I tend to make multiples of characters anyway: main = Natural Kat/SR, Natural DB/SR, Magic TW/WP; main villain = Mutant Spines/DA, Magic Dark/Thorns Dom, and eventually Mutant TW/DA stalker...


 

Posted

Natural. I'm interested in how the average joe deals with the the world more than how some guy with laser vision deals with the world.

It is a bit of a running gag of mine how all of my super-powered entities only have roughly two dimensional thinking. A lot of their reoccurring problems with villains comes from their inability to get a conviction by doing things like not showing up to their court date, or not understand that they'll hop into an escape pod and set the place to blow... again. The idea is that, although superpowers exist, once one has superpowers they come to rely on them a lot for various little things, much like how a person would adapt to living with a third arm. This creates a bit of an adaptive crutch, which causes them to lack higher problem solving skills that they would need to develop without having super powers, or an acute observation to details to see trouble before it comes instead of fighting off when it does.

That said, I don't have too many toons with too many dominating ATs. Two magics, 4 naturals (once is a peacebringer so meh), two mutants, a science, a technology.

IMO, long-term planning skills is a super power.



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Posted

Seven or eight of my scrappers/brutes are mutants who all share the same 'created by Crey as a female clone of my tank' origin story. Honestly thinking back on it, the clones should have been Science-origin, but at the time, I was thinking they were 'born' with varied powers. Oh well, I'll live with it. :3


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-- High-Roller

 

Posted

Mostly technology, then science, then magic, then natural and finally and very rarely mutation. The reasons for this are kinda complicated:

  1. Mutation, in my opinion is really either magic, science or maybe natural if the mutant is from a world with mutant talents are common. I really don't consider mutation worth a separate origin because it's so ill defined.
  2. I'm pretty firmly in the posthumanist/Syndrome school that science and technology can give people abilities that in prior eras would be considered superhuman.
  3. Wielders of futuristic science are pretty much naturals with gadgets instead of just training or talent.
  4. In complicated and perhaps a little contrived role-playing situations, yes, naturals can outsmart the other supers, wield vast governmental resources, have superior talent and training in specializations and otherwise stand on equal footing.
  5. But seriously, in combat only and all other things being equal, the Flash is going to mop the floor with Batman. Unless Batman has gadgets so powerful that he really should be considered as technology, all the training in the world is not going to save him.
  6. I just love building lots of weird looking synthetic lifeforms, robots and aliens.
  7. I love Dr. Strange, Wonder Woman and the Spectre as much as the next fan, but if I just wanted magic, I'd play the zillion other fantasy genre MMOs out there. I play this game to get a break from that.
  8. Magic is just weird and so broad. I consider psychic powers as magic and mostly I consider mutation as magic too. Personally I'd consider steampunk as magic too, or at least as outdated, imaginary or incorrect science like phlogiston, the hollow earth, elan vital or perpetual motion.
These are all just silly opinions of mine. I don't try to hold them so storngly that I feel I need to prove something about them. I'm just trying to rationalize why I pick origins as I do.


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Posted

Every single one of my toons is mutant other than the SoA for obvious reasons.


 

Posted

Magic.

A couple Naturals (StJ/WP Brute),
A handful of Tech (Beam/NRG Blaster, Bats/Tarps)

Uh... one Science (Warshade)

and no Mutants... for now *Cough*upcomingPowerset*Cough*


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Posted

Magic. Hands down. Spells and artifacts all the way! Even on origins that aren't magic.

My 'natural' werewolf (not a curse, not a mutation, just something he was born with common to his people) uses a magical sword that never dulls, can be summoned with a thought, and can cut through nearly anything to explain why he doesn't have a scabbard and why he's (slowly) able to hack apart apartment building sized robots. It's fully unlocked potential is also his excuse to incarnate-dom.

My Widow uses that Carnie mask you can get in a villain tip mission to justify her power bump to Incarnate.

Loving all the magic stuff recently. I had two characters in mind (one hero, one villain - two of my first characters made) that were seemingly BORN to run through Dark Astoria, as one is a sentinel against dark magic usage and the other draws her powers through a 'death gate'.


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Posted

Quote:
Originally Posted by Golden Girl View Post
100% Natural
Knowing what your character looks like, that's quite impressive.

As for me, I tend to usually go with Tech or Magic, as either of those origins can cover a lot of ground in the CoH universe. I do use the others where necessary; just not to the extent of the two mentioned.


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Posted

Science because SCIENCE!

I like it so much I have a personal sg called the Paragon U Mad Science Department (I did not realize what it sounded like when I wrote it) where the entire theme is mad scientists in training, and the professors.


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Posted

Unsurprisingly, Tech for the majority of my characters. Magic is a close second, followed by Natural. They tend to cover the widest variety of concepts that I enjoy. I have a Mutant or two somewhere, but I don't believe I have a single Science origin character at all.


 

Posted

While I have at least two of every origin, mutant is far and away the most-often used for my characters. With a number of nuclear-powered suits, technology is the second-most used.

--NT


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Posted

*Reads thread*

*Thinks about the "TOO MUCH MAGIC!" talk that's been happening lately*

*Chuckles*


Positron: "There are no bugs [in City of Heroes], just varying degrees of features."

 

Posted

waaaay back when I always used magic origin because figuring out the intentionally confusing DO & SO naming conventions for the others was too confusing.

My main early on was a Magic origin kat/regen scrapper & I more or less figured out the Magic store, so that's what I stuck with.

Since the Invention system came along and rescued us from the stupidity of vendors listing an Accuracy enhancement as Gamma Particle Irradiation, I just use whatever origin best fits the character.


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Posted

Quote:
Originally Posted by Goliath Bird Eater View Post
*Reads thread*

*Thinks about the "TOO MUCH MAGIC!" talk that's been happening lately*

*Chuckles*
Admittedly, Magic is my most used, with a whopping 28 out of 45 characters on Justice using that origin.

My least used is Mutation. Couldn't quite place why, really. It has all of one representative, my TW/Stone Brute, Megaton Avalanche.


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Posted

I tend to lean toward Tech or Mutant they seem to get a wider variety of drops. That said I am seeing more Magic and Science drops but basically it really depends on what missions you take on. If you like tackling the Circle of Thorns go Magic. If you like fighting Council and Rikiti go Science or Tech (mostly Tech).


 

Posted

Mutation is my "go-to" origin. I use it for characters I want to play prior to hashing out their back stories. Sorta my default.

Some of my more recent characters:

Psychic blast/dark miasma corruptor Natural/magic/well juice origin. Her father is an unknown incarnate who happened to be slumming in Paragon back when Marcus Cole returned with super powers. Her father didn't know what the incarnate of Zeus intentions where and didn't stick around to find out. He lit out of town one night without a word to his lady friend...who, unknown to him, was pregnant with his child.

Said character is probably the only one I wavered on her origin. Settled on natural with the justification that a child with her abilities was the "natural" result of an incarnate coupling.

Fire control/dark affinity: Mutation/magic The mutant daughter of two midnighters. Her parents, perhaps wisely, have decided to hold off on magic training until she masters her mutant abilities. Unfortunately, her latent magic ability "leaks" out in her powers in the form of "procs"

Interestingly, I almost never pick the "magic" origin because it's too easy to say... Oh, it's just magic.


 

Posted

Magic all day.


 

Posted

I almost always use natural, even if the character is actually something else in its story, because I've basically memorized the names of the SOs. It makes things easier for me until I switch over to IOs in the 30s.


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Posted

Game Play Origin:
Since the introduction of the Nemesis Staff and the Black Wand Vet Powers, ALL of my new characters are Natural Origin to take advantage of the bonus associated with the first choice as the 33 Months reward. Usually I take the Nemesis Staff as my 33 Months choice.

Story Line Origin:
Regardless of what the game mechanics may label a character, I generally incorporate a fairly balanced mix of all of the origins when presenting my seriously over-abundant stable of alts.


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Posted

Quote:
Originally Posted by NeoSaturn View Post
Magic, Just seem to be a catch all for me.


Ether they are a wizard/witch or get their power from an mystic item or source.
A thousand times this.

Unless it's a robot, it's probably magical. That's not to say it can't be a magical robot though...


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Posted

In order of my frequency of use:

Mutation
Magic
Technology
Natural
Science


Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30