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chase

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chase last won the day on July 23 2019

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About chase

  • Birthday 01/01/1004

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  1. What's your Main's theme song? the introduction from the twilight zone. ....No... wait... that's my RL theme song. Crazy Train. ...No... that's my RL Alt's theme song.
  2. That's the illusion of space compression. Walk across a moderately-sized city center, then across any zone in-game. It's not just the count of structures but the SCALE of structures that makes the illusion work. Compare the scale of a ferryboat using an average-height person. A car. A city block. The footprint of a typical skyscraper. For as massive as the dam seems in Faultline, the water it holds back is downright miniscule. This isn't a criticism-- They do a good job of representing ENOUGH of basic things like infrastructure and retail and residential (and prisons, and industrial spaces, and ports) to make it feel expansive- maintaining that illusion without compromising gameplay and pacing. That's a big challenge. Just don't take it too literally. If it were put on a real-world map scaled appropriately for a major metropolis, the street-level views would be VERY different (and FAR more impressive than they already are)
  3. I do get what you're saying, but I guess I'm far more forgiving. Games make cities smaller and more navigable than their lore suggest and they omit boring stuff that doesn't add to the narrative. CoH offers a far more vast experience than... say... any Bethesda game's "city" but it still does it. The more literally we take what's presented to us as "the whole world" the more we will run into these barriers. Just like time is dilated down to such a rapid day/night cycle that it would be ridiculous to be taken seriously, the worldspace is dilated down into only what's needed to facilitate the illusion. Nothing more. I just appreciate the details that they HAVE made the effort to include and assume what's missing (like vehicle elevators or an area BIG ENOUGH to warrant vehicles exists just out of view of my current camera's position.
  4. chase

    Black Viper

    I'm so impressed. I've never heard of Udio before and while some diss on AI creations, I think this perfectly illustrates how it can be used to enrich creations. Your lyrics, your vision, their audio based on your instruction... a winning combination. I've had a few music-themed characters in the past that could have really been fleshed out better with this. Also. If you don't mind me asking, what/who's the source for the images? In theory, the Cyrus Thompson Community Center (mentioned in the Coh Comics, but only the statue was ever put in the game, IIRC) should be "a block or two" from your music store. arc rooms to teach self-defense Tuesday nights. I have a college-age martial-arts-themed character focused on opposing gangs in Kings' Row who teaches self-defense classes there Tuesday nights. She lives in some beat-down loft apartment nearby that probably breaks every building code in the city and often wears gang colors when wanting to travel the street without being noticed. If you don't mind me asking- what/who is the source for your cover images? I struggled through photoshop back in the day for my comic images- never created anything this calibre.
  5. I do like all of this. "Initially designed to be a secret weapon against Cole's regime" OR "Designed by someone very threatened by Cole's regime, but built in the main world. Her creator sees all the ingredients on this world for a similar caped-hegemony to arise, particularly with all Praetorian refugees now here." They could be absolutely rational in that fear and just work to prevent it OR their trauma may leave them with a more distorted worldview, seeing threats in shadows, attributing the worst motives from even things not in the shadows. They see the hands of this shadow government everywhere, maneuvering to the inevitable takeover. They're still good people, but they're just seeing the world through the lens of their fears and prior trauma. In that sense, the creator doesn't necessarily need a reason to keep secrets from her, like her origin. People with irrational fears make irrational decisions for irrational reasons. This could also lead to a story arc of her having to oppose her creator. They don't have to go full madboy-evil-- they absolutely CAN but they can just as easily be working through totally benevolent reasons if the world's seen through their PTSD-distorted lens. The world isn't that way, though, putting them on the wrong side of the law. They need to be stopped, as heartbreaking of a confrontation as that may be. (Now if I was a GM putting a player through such a story, I'd end it with a tiny hint of something nefarious- something that suggests that maybe- just maybe- their creator was on to something.... that maybe they weren't entirely wrong in their paranoia. Something to sow a little doubt into whether they character did the right thin in stopping their creator... perhaps sow a little of that same paranoia in the character.... but I'm a cruel GM in that way.)
  6. 1) There's no harm in starting on another server- it might be beneficial on starting out if it seems to have more active players matching your powerset. However, Everlasting isn't EXCLUSIVELY roleplaying, so you can still start there to learn the basics without upsetting anybody. You'll find plenty willing to help. (My wife and I have my "mains" on Torchbearer, as she's more of an offline story-creator than a roleplayer. We go there exclusively to "fight crime" together and then I have my RP characters on Everlasting) 2) I'd suggest Scrapper or Brute, myself. Tankers are great but have a durability that's really scaled for larger mobs than you fight in small teams and lower damage that makes battles more of a slog. Brutes and Scrappers have a balance of defense and offense, so they do solo's great and tank on small teams rather well. Brutes have a "fury" meter that builds up in intense fights, then drops after so expect "fury-lock" where you, as a player, get drunk with power, racing off to the next foe when common sense would tell you to take a moment to heal. Scrappers have crit chances that aren't as tied to such a mechanic, so you may be more inclined to pause and approach a target in a sane manner tactically. There's an argument to be made for blasters, though- their lack of defense DOES make them more squishy... but not notably so until the late-teen levels. One of the more annoying things a MELEE player has to deal with in teams is being too blinded by special effects to see that foes have moved (or been knocked back) out of melee range. A predominantly-ranged character doesn't have the same problem. You might think Sentinels have the ideal mix of moderate defense and ranged attack, but they're a post-shutdown addition that I personally like, but I'm told the consensus is that they are better for experienced players. ---- This is probably more controversial, but I also suggest temporarily disabling leveling in the early-teens. By that time, you'll have a nice small batch of attacks for a reasonable chain of attack and still have some annoying holes in your defense, but its a great time to get acquainted with everything. Skyway and Kings' Row have a great many contacts (assuring things don't get repetitive on alts) and alternatives like radio missions, bank heists, etc and the leveling rate's a bit accelerated, so it's easy to blink and miss all this. ( You also have the single overarching narrative of the Hollows available to you). By the mid-late teens you'll see more foes with stuns/holds/slows/immobilize attacks, your travel power, the invention system and auction house (to name a few) so this is an ideal time to just pause, assure you're comfortable with the basics, and give you a chance to focus entirely on those things as they come. Don't try to do it all, but give yourself time to do *enough*
  7. Welcome, RainingVeins, As TheOtherTed indicated, lore is somewhat flexible here. One of the things that City of Heroes really did well was to provide deep enough lore for the lore-hounds while keeping things open enough to allow others to introduce any superhero-themed-trope to the world without appearing misplaced. I even recommend not burdening yourself by tying your character directly to lore events. Although we're all rather adept in handwaving away timeline wibbly-wobbliness, I've got college characters that originally started their hero career during the crisis of the first Rikti invasion (May 23rd, 2002 ) and some of them have yet to graduate almost 23 years later. It's somewhat intuitive to include the events of the tutorial in your initial story, but that originally came out in 2011- some people will RP that event as happening just a few days ago and some will have volumes of personal story developed, married, had kids, etc, since then. Amazingly, most of us are flexible enough RP'ers that these vast differences rarely come out, but it does hilight the benefits of bring-your-own backstory too. For more evidence, check out the Federal Bureau of Super-powered Affairs database https://fbsa.wiki/wiki/Main_Page. You'll find people creating entire worlds of backstory without it ever really clashing too much with the game's. Or check out the game's wiki https://fbsa.wiki/wiki/Main_Page. Or ask any specific questions. There are so many directions you can take that when i tried to make a broad outline here, it got out of hand quickly. Regarding "places to go" - Everlasting server is your best bet to find roleplayers. - Many hang out around atlas park. - Pocket D (a hidden-away superhero nightclub) used to be very VERY common, but so many people have made their own social spots in the "supergroup bases" areas that I don't know how hopping any one place IS anymore. - The homecoming discord has sections for both "Roleplay" in general or the "Everlasting" server that are great ways to find people or in-game events. - There's also a City of Roleplay discord and an Everlasting Roleplay discord that are excellent for developing connections. There are probably more, but sadly my time's been so short lately, I barely get to log in.
  8. Very good writeup, as always McSpazz. Although the devs went through great lengths to stretch game necessities like war walls and mediporters into the lore, I do try to avoid direct reference to them in my characters' day-to-day. As you've suggested- instant-heal and instant-travel both can greatly reduce drama opportunities, and I particularly like the narrative contrast of my otherwise-exceptional heroes' busy day interrupted by the necessary delay of mundane monorail or ferry systems. In stories those are perfect for more human interactions, but with in-game RP, you're usually too busy getting your character from point A to point B to really appreciate it. (Tangent: I've often imagined making a "ferryboat" or "monorail car" tiny base with teleporters hidden to all zones, but meant to host "travel talk" for like-minded folk, but I imagine that's far too niche to see much use, You RP during the journey then TP out when you reach your stop.) With the characters I tend to RP, mediporters are easy to handwave away for my own use (Tabby doesn't wear much to attach a 'porter to, the "patch" version doesn't adher to her fur well, and the unregistered heroes would have no legit access to them). Without a mediporter of my own, I would still have to deal with the well-intentioned hero who selflessly removes their own... but I imagine they're bio-locked, (except... see "arrest teleporter" below) When I encounter a medical emergency in RP, I'm sometimes not sure whether they're seeking a mediporter option or not. You can effectively ask their preferences without breaking character with something like this: /em 's eyes dart the injuries, taking mental inventory while cursing her fuzzy memories of first aid class, all the while hoping to find an intact mediporter patch and...umm... punch it, maybe? How do you trigger the trucking thing? and why hasn't it kicked in on its own by now, dammit?" That gives the injured party opportunity to not only describe their injuries but also help you negotiate the desired level of drama and resolution opportunities. They can say whether the mediporter is found, damaged, showing "no signal" or "jammer" activity, etc. With super-strength and super transport options, a reasonable RP patient should also include whether they appear "safe to move" or needing careful handling. "Arrest Teleporter" I cannot find anything on the wiki explicitly saying this as part of the lore but I recall a dev exchange early... and vaguely recall something in the lore itself... that implies that the foes that we defeat get something like an 'arrest teleporter' attached to them, sending the guy my wife just fireballed in the face to the Zig's very (very) large inmate burn ward. It was a weak attempt to handwave away despawning of defeated foes- something like you clip a transponder onto them and they're whisked away. Unfortunately, if this does exist: 1) It means that teleporters may not be bio-locked to the assigned hero, as we certainly can't pre-bio-lock who we'll be fighting 2) It makes teleporters a far more ubiquitous solution. 3) My main's character's encumbrance should be max'ed out on arrest teleporters for all the burn victims criminals his wife fricasees arrests in a single visit to Crey corp. (there's a reason why his battlecry is, "Don't make me get my wife...")
  9. There's not many genres as well-suited for alternate-dimension, mirror universe, or warped clone versions of characters, but they really need to be done with care, particularly when roleplaying is involved. With the persistent shared-universe nature of online roleplaying, an alternate creation risks an intrusion or damage to the theme of the original author. That's a bit different than someone who makes unique personae, but just plays a game for the game mechanics. That distinction can sometimes be missed by someone who's not approached roleplay much before. Similarly, where close friends may be comfortable with one another creating variants- either serious or as a friendly poke- it can be easy for someone who only knows you online to misread whether they've reached that same level of friendship. That can be a very delicate situation to handle. Unless there's clear malice, I'd approach any clone or variant as, first, well-intentioned, assuming there may be a misunderstanding, and that clearing the misunderstanding may result in embarrassment or risk the sensitivity of someone genuinely trying to engage, but simply lacking the experience in how to get it to work. There are absolutely people that will toy with you claiming innocence, but that inevitably comes out with clear dialogue. @MHertz. I think you handled it perfectly.
  10. well, welcome! And since I haven't made my pitch in quite a while, there's a great little FBSA wiki out there that's an excellent home for character profiles. I'm not any sort of official for it, but I strongly encourage its adoption. https://fbsa.wiki/
  11. What would she do about it? Well, probably her two biggest motivators are her desire to be human again and her overly-developed sense of obligation / "unhealthy sense of guilt". The guilt is what ultimately leads her to accept her fate and thwart the big baddie. To have this path described above to be chosen, I see two possibilities: She's unaware of the cost of her transformation back to human until afterward, and her guilt drives her to fix it. She's aware of the cost, but the sense of guilt isn't there. maybe a friend-therapist did too good of a job in the "You don't owe the world a thing" message. Has to be a friend-therapist, she can't afford to pay one. Keeping with the theme of dark futures: An Uchecked Sense of Guilt. - I've always tried to emphasize her mind as her greatest asset, (also the source of her greatest problems) and she'd still have that, so I COULD see her actively working with the midnighters to find the threat's weakness and confine/destroy it. I imagine the knowledge that she caused death and pain to so many would put her guilt into overdrive. Although her magical affinity left with her transformation back she could still be a researcher and supporter. It starts with skipping sleep and meals to pursue any hero's research as if lives depended on it- ("I didn't realize the cost of my own problem and this could cost lives too and I can't let others die and... and... IJustNeedToGetThisDoneOK?" ). Sure, some people would grow concerned but... dammit, she IS good at what she does and there's always another crisis. Surely someone's making sure she doesn't go too far. Rather than enjoying her human form, she'd be loathe to look in a mirror- her human appearance constantly reminds her of the cost that others paid for that luxury. She'd grow dangerously thin and sunken-eyed from self-neglect, her skin deathly pale from lack of sun. Her pulled back hair, tied into a minimum-effort tail always seemed just a day past-due for a washing when it was visible at all. An oversized black hoodie with the hood raked as far over her features as possible was her wardrobe of choice. As Tabby, she rarely let people get close so there will be few people that feel close enough to intervene. Heck, to an outside observer, this self-neglect hovers just on the cusp of calling for an intervention but never crosses it. They might think differently if they saw beneath the hoodie. As Tabby she'd sometimes resort to self-inflicted cuts for "blood magic" since her more rapid healing made such scrapes minor, but now in her human form that practice has manifest as an increasingly dangerous cutting disorder. Low iron probably explains a lot of her pallor... and maybe that hand tremor's not from a borderline Tantrum Energy Drink overdose after all... No, Nobody sees that. Most don't even know she was once the quirky catgirl that hated to be called Tabby. Fewer even know her name's Tabitha- she's just the midnighter archives' go-to ghoul girl you want when you need research done with the speed and dedication you'd expect if someone's life was at risk. You're just not expecting the life that's really on the line. ============ Or A Guilt-Free Life "The world doesn't owe you a think. You didn't volunteer to be the ward that would seal away some great evil, you shouldn't be expected to just perpetually stay on that job for life. Save yourself and move on" That message was eventually driven into Tabitha long enough for her to believe it, so when she changed back and things went awry, she just embraced those words even tighter. Even when her friend who offered those assuring words, Marzaana, died in the aftermath, she believed them. Sure, she missed good old insane Mary Zane terribly, but she didn't feel RESPONSIBLE for it. She didn't owe the world- or anyone- anything. Now, after it all was over- after fighting so hard just to be NORMAL again- she'd begun to realize just how damn boring "normal" was. Yeah, just being able to take a semester of college without interruption was nice, but mundane jobs are just SO MUNDANE. As Tabby she could step into the aether and step out wherever she wanted. She could manifest bolts of arcane energy, cause things to hover, heck, she could WILL HERSELF UNSEEABLE. She absolutely did NOT MISS being a human-cat monstrosity- the real life manifestation of a furry's fantasy pinup SHOULD be gone for good- but the magic-- the power- That should have still been hers. She shouldn't have needed to give that up with her transformation back. She shouldn't need to pay a price. The world had no right to take it back. That was part of her. That was who she was. And it would be hers again. Every possible discipline, every tome she could find, every quasi-mystical lead was tried and tested. She could learn the material and execute the actions flawlessly, but she cast no ripple in the aether-- no eddy in the mana permeating through the world- it was as if anything that should be magical in her essence was taken from her. No. Stolen. She would just have to steal it back. She knew the rituals, she just needed the tools- secured away in the midnighter archives-- it'd be a short borrow, nobody would miss them. It would be wrong to take the power of someone doing good, of course, but her research have given her the forbidden names of many things- dark and evil and absolutely undeserving of the power they held. She would summon one of them, imprison it, sever its power, and take it for her own. This second disaster would be far worse than the first, but we'll never know if Tabitha's mantra would leave her feeling absolved of guilt for it. She won't survive it.
  12. Although I tie my characters to CoH Lore in various ways, I tend to ignore anything incarnate-level or that aspect of the future direction the game held. I just have no interest in such cosmic power levels so it's unlikely that any of my characters would be solely responsible for a substantially-different future timeline. I certainly have at their own power leve "what if'" moments where their decisions have an impact, just not at a global level. Tabby will have her "superman 2" moment- her opportunity to break her transformation and be who she really wants to be with every fiber of her being, but doing so will release an evil that will almost certainly end lives- not the world... not millions, but will result in deaths. There's certainly stories that can be told- what if she doesn't realize the cost when she's faced with the decision? Who's affected and how do the survivors' lives change because of it... Chase Arcanum is the closest I have to a "knowing (well... learning...) cosmic secrets" character as I've ever bothered to make- something of a lite Sorcerer Supreme, but when faced with hints of a possible convergence of realities, I never imagined he'd have any chance to impact something so massive, but might instead focus on weaving threads of reality among those most important to him allowing them to find each other and perhaps hold some ghost of memories from a reality that was no-longer. In his lore, his strict scientific mind left him limited to kinetic or illusion spells where he could imagine scientific truths like the conservation of energy still held sway, but if the convergence occurred, his effort to exert some control over it would drive him to madness and, in doing so, unlock his full and most dangerous potential.
  13. All of you in this thread made this community a family- I guess I'm that weird uncle that shows up on holidays, sneaks caffeine and sugar to all the nephews and nieces, give them the "best gifts*" and then disappears unannounced until the next family gathering- even if you change the locks. Thanks for being awesome, everyone. And for not changing the locks. * "Best Gifts" are rated by three criteria: - the highest potential noise level - the most loose pieces. - the pain level of said loose pieces when stepped on If LEGO ever makes a functioning drumset kit, it's game over.
  14. I'm going to switch and play devil's advocate: Should Event Progression (Lore) Even Matter? Why do we have to assume that ANY of the world-changing events that we encounter in the game have already occurred? I rarely encounter many people in-game that claim to be the sole actor responsible for arresting Dr. V or taking down Countess Crey FOR GOOD. I've not found someone who claims they have Vanessa DeVore's mask in their rogue's gallery while she rots away in the zig. Few have the arrogance to claim that the events of a story arc was theirs and theirs alone, because in an MMO we all know that down that path madness lies, as we all often could lay claim to those events. It's a death-knell to collaborative storytelling, not a path forward. So does it REALLY matter whether it even happened or how much time has transpired? There's Vaz or Carnies or Crey or oh-so-many other baddies still around after every event... yeah we can argue they escaped or released on a technicality, but the frequency of those events would make a laughingstock of the whole law enforcement system and really lend ammunition (heh) to the vigilante's "No prisoners" argument. And "it happened once and everyone else is just experiencing a simulation of it.. for training or testing purposes" to justify the shared experience? That's... just... no. I can't begin to deal with that hot mess right now. Instead, what if we played at a baseline of "this is the world as we see it today" and the specific TF or storyarc events are "what's yet to come." For those of us who have encountered them, we keep it vague- if we make it part of our story at all. For collaborative storytelling to work, we DO need a baseline "shared illusion" of the world our characters occupy. Yes, we can handwave away many incompatibilities, but there's a natural tendency to want to "get the facts straight" early so the need for handwaving is limited. So yes, many people spend a lot of time chronicling all the story points and plot developments to present the world "as it exists today" with all the events of the game having already taken place. But - at the risk of diminishing the herculean effort of the chroniclers- should that even be our frame of reference? What's more reasonable: Expecting every new player (and veteran player that hasn't seen everything*) to craft a backstory that accurately reflects every plot point and world development and time progression that ever occured in all of the task forces and story arcs, so they can RP in the world that a well-seasoned level 50 encountered. OR Expecting a level 50 (who's seen all these developments- AND knew the world that existed before those developments) to use the lore immediately available to them all as a common baseline. Anyone invited to join the game today can't really be blamed for assuming that the destruction of Galaxy city is a very real and very recent event, with the city still struggling to help, house, and feed relocatee's, and those dispossessed easily fuel the rise of street gangs like hellions and skulls. Do we really need to re-educate them that the events they're seeing occurred mid-September 2011, with the release of Issue 21, 13 years ago and is all ancient history so they should rethink how their character ties into the world? That early-teen orphaned survivor of the destruction would have been at best a toddler then. Dr Vaz has been imprisoned for oh-so-many years and his wasting disease is a distant memory. Any Lost that might remain are stragglers, as the cure has been around for over a decade. Even veteran players can't be expected to know everything, with all the many paths to level 50. I may have no reason to know that Vanessa DeVore is ultimately separated from her mask and imprisoned in the zig (um... spoilers? 🙂 ) but everyone that sets foot in the higher-level zones will see the carnies still hard at work, presumably doing Vanessa's bidding. Which would seem to be a more reasonable "lore" to build a narrative from? Who's better equipped to adapt to fit the encounter- the newb, or the one that's seen it all? Which one adds more flexibility for a game world that will change very little over the next five years? Do we want events we encounter "now" to be rigidly tied to a past? What will we do with our veterans of the first rikti war when they all hit retirement age? (Seriously asking for Chase Arcanum- he was 30-ish when that war started and his retirement fund took a nosedive after a bad tip on the demonic blood market. It's never recovered.)
  15. Still struggling with a dead PC and discord crashing my tablet, but sooner or later I'll get back to the forum/discord RP.
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