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  1. That is remarkably close to what I had in mind.
  2. It is odd that the Rogue Isles has a police force but no visible prison. I have several characters based on a non-canon story about the prison that the Rogue Isles Police Department presumably operates west of Port Oakes. The RIPD is not about justice; it's entirely a for-profit operation. Prison labor can be profitable. If a clever warden could find a way to get superpowered prisoners to work, their labor would be highly profitable. But it is difficult to keep supervillains or superheroes behind bars even when their powers are chemically suppressed. (The frequency of serious escape attempts at the Zig is shocking.) Force alone won't keep people with active superpowers in prison, and it certainly won't motivate them to work. There has to be a positive incentive.
  3. So you put out an ad for roommates, and a superhero answered it. What is sharing a house with a hero going to be like? Your relationship with that charming rogue you've been dating is getting serious, and they want to move in. Is it going to work out? You're in charge of housing assignments for a university / a military barracks / a prison, and you have a bunch of superpowered students / soldiers / inmates. How should you decide who bunks together? Of course everybody is unique. Of course you have to ask questions, like "Do you smoke?" and "What kind of music do you like?" and "Do you currently have any enemies who are trying to hunt you down and blast you with beam rifles or turn you into a newt?" But people's occupations and abilities inevitably shape their personalities. There are some rough generalizations we can make about the home lives of the major hero and villain archetypes. Defenders Defenders don't like to do anything alone. They don't like to go on missions alone; they don't like to eat alone; they don't like to sleep alone. If you were hoping to spend a lot of time with your new roommate, you'll probably get along great with a defender. If you value quiet time by yourself, you may need to set some boundaries. Defenders with buff auras thrive living in close quarters with other people. Or, more accurately, other people thrive living with them. Being within the positive auras of several defenders feels wonderful. If you're running an institution where space is tight, and you have to put three heroes or three villains in a room designed for two, choose three defenders. If you're running a navy, try to get defenders with auras on the submarines. Corruptors Corruptors are only subtly different from defenders, both in their fighting style and in their social interaction. Perhaps ironically, of all the traditional villain archetypes, corruptors are most likely to reform. Their need to be close to other people often motivates them to become more moral. Those who remain "redside" throughout their careers generally form a strong honor code that enables them to live with others of their kind ("honor among thieves"). Masterminds Petless masterminds, especially those with positive auras, can thrive in close quarters with others. Most masterminds need their space. If a mastermind answers your roommate ad, be very clear about your policy on pets. No matter how much your mastermind girlfriend or boyfriend loves life in the city, there's a good chance that they'll eventually want to move to a big house in the outer suburbs or in the countryside, where their bots, beasts, or demons will have plenty of room and won't trouble the neighbors. Bot masterminds are highly desirable romantic partners. Any mastermind who can design an autonomous robot superweapon can also design a robot to do the laundry and the dishes. They probably already have. Brutes All brutes experience fury, and most brutes have problems with anger management. They can have healthy relationships, but it takes hard work on their part and patience on their partners'. Students who are brutes give university administrators a lot of headaches; their roommates often ask to be reassigned. The easy solution is to pair the brute with someone with empathy. For an administrator who is willing to do a bit of counseling, it can work surprisingly well to house a brute with a dominator. The dominator will typically find a way to limit the brute's outbursts. If the dominator becomes oppressively demanding, the brute will angrily enforce boundaries. Their first few months living together can be a rocky learning experience, but they are likely to get along once they come to an understanding. Tankers Tankers and brutes look similar, but their characteristic personalities couldn't be more different. Anyone who has worked at the Zig in Paragon City or at the Pen in the Rogue Isles will tell you: put two brutes in a cell together, and they're almost guaranteed to fight. Bunk two tankers together, and they'll get along fine. A mission team of eight brutes can work very well, but eight brutes sharing a house is a recipe for conflict and chaos. A mission team of eight tankers is inefficient, but eight tankers sharing a house can totally work (though if they all have the stereotypical tanker's build, neighbors may comment). Tankers lack brutes' fury. They are good at rolling with the punches, both literally and figuratively. They tend to be easygoing roommates and accommodating partners. They like living with other people, but they aren't as needy as defenders. Their tolerance makes them problematic roommates for a controller or a dominator. Their "mez resistance" may protect them in combat, but it provides no help in an emotional conflict. Tankers' tolerance can also present a challenge to them as parents. ("So my kid is hitting other kids in nursery school. What's the big deal? A four-year-old's punches don't hurt.") Often the other parent has to be the disciplinarian. Scrappers Scrappers tend to have middle-of-the-road personalities, neither extremely extroverted nor extremely shy. They can live happily on their own, and they can also live happily with other people. They make fine romantic partners. They also make fine parents as long as they don't get too emotionally invested in their children's sports competitions. Conflicts between scrapper parents can get ugly. Of all the superhero archetypes, scrappers are among the most likely to blend in to mainstream society. Unlike tankers and brutes, scrappers don't have a characeristic physique. When they're not in costume and not carrying their melee weapon of choice (or, for the street justice / martial arts types, when their fists aren't flying), they look fairly normal. They don't *need* a suburban or rural home, as masterminds do, but they're likely to get along well with the neighbors in a tight-knit community. Stalkers Have you heard the myth of the ring of Gyges, the ring that makes its wearer invisible? Anyone who wears the ring can commit all sorts of mischief without fear of getting caught and punished. The temptation to evil is nearly impossible to resist. Stalkers don't have true invisibility, but their ability to hide their movements and activities can tempt them to try to get away with things. Stalkers who start their careers as heroes are often corrupted. Dating a stalker is problematic, but the problems aren't what you'd guess from the name of their archetype. People with the stalker power archetype aren't usually stalkers in the everyday sense. The problem with dating a superpowered stalker is cheating. They think that they can get away with anything, and often they're right. Though stalkers are problematic partners, they make wonderful roommates. They're so quiet! They can even get along decently with brutes, as they can easily hide from a brute's outbursts. They don't make ideal roommates for defenders, though, as they value their alone time. They prefer an anonymous life in the big city to a tight-knit suburb or rural community. Blasters Like scrappers, blasters tend to be on the middle of the introvert-extrovert spectrum. In combat, almost all blasters prefer to be part of a team. But they don't get their skills by practicing with other people. Target practice is a solitary activity. Aside from this, blasters' personalities are enormously varied. There are some famous blasters with fiery, destructive personalities, but it would be unfair and inaccurate to generalize from a few notorious cases. Weapon-using blasters tend to be collectors. Dual-pistol blasters almost always own a lot more than two guns. The home of an assault rifle or beam rifle blaster can easily turn into an arsenal. The archer who starts out using the compound bow their grandma gave them is going to want to learn to use a composite bow and a crossbow sooner or later. Eventually your home is going to look as if you're living with Robin Hood's entire band of merry men. Blasters like to talk about their collections with anyone who will listen. If you are sharing a home with a blaster, make peace with this. If you live with a sonic blaster, and you get in an argument, don't raise your voice. Controllers Controllers can be problematic partners and very problematic parents. The problems are just what you'd think they are. They can have successful relationships, but they need to resist the temptation to behave at home as they do in combat. The ideal partner or roommate for a controller is another controller. After some initial conflict, they work out their boundaries, and then they get along well. Though it can be tricky living one-on-one with a controller, they do very well in group living situations. This is especially true for controllers with positive auras. They may not be the best parents, but they are the best resident advisors (at least from a college administrator's perspective, if not from the students'). Dominators Dominators are even more problematic than controllers. If a dominator wants to be your roommate, say no. If you're in love with a dominator, good luck. It's best for dominators to live by themselves with a whole bunch of cats. They can herd cats! Okay, that's unfair. It's possible for dominators to have successful relationships, but it takes emotional maturity on their part. For a less mature dominator, a roommate or a significant other who sets firm boundaries can be a valuable learning experience. The best roommate for a dominator is another dominator, a controller, or a brute. Though stalkers generally live fairly well with difficult people, as they're good at avoiding conflict, they usually aren't good roommates for dominators. The dominator often perceives the stalker's avoidance of confrontation as passive-aggressive.
  4. Are there any active purpleside roleplay-friendly supergroups? I have some rogues (corrupt RIPD cops and Robin Hood type robbers) who could use some not-totally-evil redside allies.
  5. I'm afraid I don't see any loopholes here. Remember that the interpretation of the rules is up to the people who run the servers. A player who gets too close to the boundaries is risking an account ban. The server administrators have no obligation to listen to appeals. (See rule 2 of the User Agreement.) I can't speak for the administrators, but my advice would be to to stay far, far away from violating these rules if you want to keep your account. It's pretty clear that World War II is one of the sensitive historical events that the administrators were thinking of when they wrote these rules.
  6. The official Code of Conduct for Homecoming prohibits "Anything involving sensitive events, both current and historical." It also prohibits "Anything involving controversial real-world individuals or organisations." Nazi characters are not allowed. Period, end of story.
  7. Here are my five best character bios so far. (I have altitis!) Tim Sundae (Scrapper, Ice-Willpower, Hero, Indominable) Tim Sundae's ability to summon ice comes from a mutation he inherited from his mother. From his father, he inherited homosexuality and self-denial. Unlike his father, Tim is out. But he's obviously hiding something. He doesn't drink or go to parties. He drives under the speed limit. Nobody's ever heard him swear. Ice cream appears to be his only vice. How could anyone be such a goody-goody? Fireplay (Brute, Rad-fire, Hero, Indominable) Browsing in a used book shop, Dr. Albrecht looked at the occult section on a whim. "Practical Summoning" looked fun. The scientist flipped the pages quickly. She read one of the incantations out loud, smirked, and put the book back on the shelf. When she got back to the lab, a seven-foot tall person (was it a person?) with glowing red skin was sitting on the floor, playing gleefully with her glassware. He (it was obviously a "he") had somehow melted several of her test tubes and was turning them into some sort of sculpture. He greeted her in perfect Latin. Then he started munching on a graduated cylinder. (Why is Fireplay a hero? He always has good intentions!) Tom Turnkey (Defender, Empathy-Sonic, Rogue, Indominable) Some young villains dream of conquering the world. Tom had a more modest dream: a small house, a steady job, three weeks' vacation a year, and a fortress with a few hundred defeated heroes in cages. The Rogue Isles Police Department was hiring. They needed more prison guards. Tom had two useful qualifications: an imposing presence and a powerful command voice. He was hired. After starting the job, he was dismayed to discover that he has empathy. Reuben Freeman (Blaster, Archery-Tactical Arrow, Vigilante, Everlasting) (Looking for an RP supergroup!) Hey, doesn't the guy with the bow and the green mask look kind of like Robin Locksley? The English guy who stole emeralds and gave them away? The one who covered that awful billionaire in glue? It's definitely not Robin. Robin went to prison after the heist in Cap au Diable went bad. There's a whole Instagram feed of Robin and his buddy Jon Little in their convict uniforms, smiling and acting goofy and pretending they're having a good time. Poor guys. Prison in the Rogue Isles must stink. Anyhow, the guy with the mask says his name's Reuben. He's got a thick Brooklyn accent. Do people in Brooklyn still talk that way? I guess he's old school. Like that English longbow he's carrying. How many people know how to fire an English longbow these days? Thetawave (Controller, Mind-empathy, Rogue, Indominable) Ted went to a stage show by a hypnotist and volunteered to be a subject. A few deep breaths, and the next thing he knew, the audience was applauding thunderously, his pants were soaking wet, and he had no memory of the previous half hour. His friends had stories. It had been quite a show. Fascinated, Ted asked the hypnotist to take him on as an apprentice. Good hypnosis subjects make good hypnotists. In five years, Ted had surpassed his teacher. He took the name Thetawave. Every good hypotist will say that hypnosis can't make people do things against their will. Every good hypnotist is a skilled liar.
  8. The most fun I've had roleplaying in CoH/CoV has been on villain teams. Villain teams are harder to find, though. I recommend being a rogue and either making a base or joining a supergroup that has portals to both sides of the game. Then you can live primarily on redside but switch easily to blueside when there's a team you want to join. It's perfectly in character. Rogues are mercenaries, after all.
  9. Sometimes I just want to crush things, and then anything difficult is annoying. But sometimes I'm in the mood for a dangerous fight. I actually enjoy fighting enemies that sap endurance, blind, or stack holds, if they're not too overpowered. Getting temporarily disabled while my HP is still high gets my adrenaline going. I'm in danger, but I could still win. The threat has to be dramatically visible or audible. The sound of my toggles shutting off. A cloud of smoke and enemies vanishing. My toon stuck in a Tesla cage. Debuffs aren't fun to deal with because my toon is ineffective and I don't viscerally understand why. Sure, I can see the little icon in the corner. The most annoying enemy groups are the ones that can teleport away, like Sky Raiders. Chasing them down is an annoying grind.
  10. Thanks for pointing that out. I hadn't thought about tertiary pools, so I hadn't even thought about playing this character as a Defender or Corruptor. The hypnosis powers, domination, and terrify are the three things that are thematically important. Perhaps I could make do with two of the three. Confusion powers would be very much in character for this toon, but they're not essential. I'm in danger of getting a severe case of alt-itis! It's tempting to try out a bunch of combinations (including the original plan) and see how they work.
  11. Update: I'm going with Mind/FF. Thematically almost as good as traps, and a less unusual combination.
  12. These are really helpful answers. Thanks! The comments about group play make me hesitate about this. I want this toon for redside roleplaying, so having a build that works in groups (especially small groups) matters. Mind control is essential to the character concept. I know that mind control has a better reputation as a dominator power, but Mind/Traps would fit the character concept really well. Mind/FF would be a good fit, too. Mind/Pain and Mind/Emp are also possible. [Edit: I considered TA, but it's not a good fit.] Thematically, the only dominator secondary that really fits the character concept is Electric Assault. Mind/Psi is possible but a bit of a stretch. I've rolled one controller and one dominator before and played them to mid-30s. The Mind/Emp controller is great fun on teams but painfully slow solo. The Elec/Elec dominator is too squishy for me. I'm used to playing tankers and scrappers.
  13. I have a character concept for roleplaying toon. Thematically, mind control and traps would be the perfect powerset combination. But I notice that this combination is extremely rare. In the September data, only two people had played this combination up to level 50. I'm tempted to try this out on the theory that any powerset combination is viable with patience and skill. But I'm worried that this could be unpleasant to play. Would this combination be a total train wreck (in a bad way)? Will it be near-impossible to play solo? Would it contribute anything to a high level team?
  14. I have an ice/WP scrapper, currently level 44. It is amazing for solo play. The -Recharge and -Speed debuffs, along with Frozen Aura and Ice Patch, help with surviving difficult encounters. It's not ideal for a team with brutes, since the debuffs interfere with the Fury mechanic (or so I understand). On a team without brutes, an ice melee scrapper is effectively damage plus support. You want Greater Ice Sword as soon as you can get it. It's your most important single-target damage dealer. Freezing Touch is great for fighting lieutenants, but for bosses and above, the debuffs are more useful than the hold. I would take Boxing on the way to getting Tough and Weave, but I wouldn't slot it.
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