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How to simulate "bad luck"/curses?


biostem

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How would you go about creating a character whose main schtick is inflicting/cursing enemies with bad luck?  I was thinking maybe a mind/dark controller and rationalizing it as you cursing the enemy with weariness, clumsiness, and maybe blindness?  Your thoughts?  Thanks for reading!

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54 minutes ago, biostem said:

How would you go about creating a character whose main schtick is inflicting/cursing enemies with bad luck?  I was thinking maybe a mind/dark controller and rationalizing it as you cursing the enemy with weariness, clumsiness, and maybe blindness?  Your thoughts?  Thanks for reading!

go dark dark controller.  they wont be able to hit the floor

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59 minutes ago, biostem said:

How would you go about creating a character whose main schtick is inflicting/cursing enemies with bad luck?  I was thinking maybe a mind/dark controller and rationalizing it as you cursing the enemy with weariness, clumsiness, and maybe blindness?  Your thoughts?  Thanks for reading!

 

I tend to associate good/bad luck with Time manipulation.

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Who run Bartertown?

 

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In this game, Defense is considered luck.  The defense inspirations are even called Luck, Good Luck, Phenomenal Luck, and Amazing Luck!

 

Therefore, I posit that anything that does -def is unlucky.  So how about a rad/rad defender or corrupter?

Edited by Bionic_Flea
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8 minutes ago, Bionic_Flea said:

In this game, Defense is considered luck.  The defense inspirations are even called Luck, Good Luck, Phenomenal Luck, and Amazing Luck!

 

Therefore, I posit that anything that does -def is unlucky.  So how about a rad/rad defender or corrupter?

Name them Chernobyl.  there is some crap luck there.

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2 hours ago, biostem said:

How would you go about creating a character whose main schtick is inflicting/cursing enemies with bad luck?  I was thinking maybe a mind/dark controller and rationalizing it as you cursing the enemy with weariness, clumsiness, and maybe blindness?  Your thoughts?  Thanks for reading!

 

This is the theme of my Mind/Poison/Primal Controller. Everyone who crosses paths with him ends up fumbling and bumbling.

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Tough one.

 

What if you changed the concept slightly to make a character who increases their own luck while cursing enemies? Then I would go Dark/SR Sentinel. ("I don't even need to dodge!")

 

Alternatively, I've always thought about a Time/? Defender attached to the idea of fate, which would be somewhat related to luck or destiny. Perhaps a failed astrologer whose faulty spellcasting gained him superpowers?

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I usually consider it bad luck when I join a team full of stormies!

 

KIDDING! (sort of)

 

I agree with focusing on to-hit debuffing.  They need to roll dice to hit you.  You're making sure those rolls come up snake-eyes every time.  Dark, darkity, dark.   Rad works the other way, making your own hit rolls succeed more often, which is definitely bad luck for them.  But I'd avoid the default vibrant green color and go for something much more pale.  Fits the theme better.

 

ETA: oo. forgot!  Panther Transformation.  Cross some paths as a black cat!

Edited by ZemX
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20 hours ago, biostem said:

How would you go about creating a character whose main schtick is inflicting/cursing enemies with bad luck?  I was thinking maybe a mind/dark controller and rationalizing it as you cursing the enemy with weariness, clumsiness, and maybe blindness?  Your thoughts?  Thanks for reading!

 

Dark Dark controller(the dark/ pet being like in harry potter the "grim' an ill omen/curse and the /dark one being like a curse too).

 

Illusion Dark or Mind Dark with "being in you head" sort of curse/bad luck.

 

Any combination of archetype power sets you choose but with a character name and costume to exemplify some one who is the curse to inflict miser and bad luck on you in the form of their being sent but some other power to cause you harm or some such.

 

Really many different ways this can be approached.

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23 hours ago, biostem said:

How would you go about creating a character whose main schtick is inflicting/cursing enemies with bad luck?  I was thinking maybe a mind/dark controller and rationalizing it as you cursing the enemy with weariness, clumsiness, and maybe blindness?  Your thoughts?  Thanks for reading!

I made a Doomsinger Warlock who's whole shtick is this. He's poison/fire. Poison is subtle, like curses, and fire for hellfire reasons.

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Aspiring show writer through AE arcs and then eventually a script 😛

 

AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|

 

 

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On 10/31/2023 at 4:25 PM, Snarky said:

Name them Chernobyl.  there is some crap luck there.

 

If, as a wise man said, luck is a matter of careful preparation, then there is no greater anti-luck than Chernobyl. Wholly avoidable disaster brought on by ignorance and lack of preparation...

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ALSO:  GABS Bindfile  ·  WindowScaler  ·  Teleport Guide  ·  and City of Zeroes  all at  www.Shenanigunner.com

 
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21 hours ago, Doomguide2005 said:

But, but ... so life forever.  Sounds like plot, a Snarky plot.

 

Nah, Dark Dirk. Dark Dirk Steele. Or something like that. It's a Mystery.

UPDATED: v4.15 Technical Guide (post 27p7)... 154 pages of comprehensive and validated info on on the nuts and bolts!
ALSO:  GABS Bindfile  ·  WindowScaler  ·  Teleport Guide  ·  and City of Zeroes  all at  www.Shenanigunner.com

 
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I like tohit debuffs or defense buffs as has been suggested. I think something that does knockdown would also be thematic, for that slip on banana feel. The storm / cold rains are appropriate as their visuals can be relatively light (makes it so your victims are almost slipping on their own). I like your original choice of MInd, confuse is a great status effect to roleplay as bad luck ("oops, I hit my buddy instead of the hero"). Overall it seems like a Mind/Time controller would be the most practical combo here.

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Here is the build I use for my 'enemies seem to be having a lot of trouble pulling themselves together' build I mentioned above. I definitely wanted an 'enemies seem to fall down a lot', but I felt there was only so far I could go with that without picking a set full of attacks that do knockback... hence the choice of a Mind/Poison/Primal Controller with some Force of Will for extra knockdown. There are of course P2W Grenades and Plasmatic Tasers.

 

This is possibly my most %proc-tastic build; which is important to being able to solo large spawns. IIRC, the leveling up build roughly followed what the final build was. Folks experienced with the control powers and debuffs can probably figure out which ones don't need to be heavily slotted while leveling.

 

Spoiler

Primary Power Set: Mind Control

Secondary Power Set: Poison

Power Pool: Fighting

Power Pool: Force of Will

Power Pool: Concealment

Ancillary Pool: Primal Forces Mastery

 

------------

Level 1:                 Levitate              

 (A) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50+5

 (*) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50+5

 

Level 1:                 Envenom            

 (A) Shield Breaker - Chance for Lethal Damage

 (*) Shield Breaker - Defense Debuff

 (*) Shield Breaker - Accuracy/Defense Debuff

 (*) Shield Breaker - Defense Debuff/Endurance/Recharge

 (*) Touch of Lady Grey - Chance for Negative Damage

 

Level 2:                 Dominate           

 (A) HamiO:Nucleolus Exposure (Accuracy/Damage) Level 53

 (*) HamiO:Peroxisome Exposure (Damage/Mezz) Level 53

 (*) Ghost Widow's Embrace - Chance of Damage(Psionic)

 (*) Neuronic Shutdown - Chance of Damage(Psionic)

 (*) Gladiator's Net - Chance of Damage(Lethal)

 (*) Apocalypse - Chance of Damage(Negative): Level 50

 

Level 14:              Weaken Resolve            

 (A) HamiO:Lysosome Exposure (Accuracy / -Defense / -ToHit) Level  53

 (*) Touch of Lady Grey - Chance for Negative Damage

 

Level 6:                 Confuse              

 (A) Coercive Persuasion  - Confused: Level 50+5

 (*) Coercive Persuasion  - Confused/Recharge: Level 50

 (*) Coercive Persuasion  - Accuracy/Confused/Recharge: Level 50

 (*) Coercive Persuasion  - Accuracy/Recharge: Level 50

 (*) Coercive Persuasion  - Confused/Endurance: Level 50+5

 (*) Coercive Persuasion  - Contagious Confusion: Level 50

 

Level 8:                 Mass Hypnosis

 (A) Fortunata Hypnosis - Accuracy/Recharge: Level 50

 (*) Fortunata Hypnosis - Sleep/Endurance: Level 50+5

 (*) Fortunata Hypnosis - Sleep/Recharge: Level 50

 (*) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50

 (*) Fortunata Hypnosis - Chance for Placate: Level 50

 (*) Call of the Sandman - Chance of Heal Self

 

Level 10:              Boxing 

 (A) Gladiator's Strike - Accuracy/Damage: Level 50+5

 

Level 12:              Mighty Leap      

 (A) Blessing of the Zephyr - Knockback Reduction (4 points)

 

Level 14:              Wall of Force    

 (A) HamiO:Centriole Exposure (Damage/Range)Level  53

 (*) D-Sync: Guidance (Accuracy/Range) Level 53

 (*) Positron's Blast - Chance of Damage(Energy)

 (*) Bombardment - Chance of Damage(Fire)

 (*) Javelin Volley - Chance of Damage(Lethal)

 (*) Explosive Strike - Chance for Smashing Damage

 

Level 16:              Elixir of Life       

 (A) Gladiator's Armor - TP Protection +3% Def (All)

 

Level 18:              Total Domination           

 (A) Superior Will of the Controller - Accuracy/Mezz: Level 50

 (*) Superior Will of the Controller - Mezz/Recharge: Level 50

 (*) Superior Will of the Controller - Endurance/Recharge: Level 50

 (*) Superior Will of the Controller - Accuracy/Mezz/Endurance: Level 50

 (*) Superior Will of the Controller - Accuracy/Mezz/Endurance/Recharge: Level 50

 (*) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50

 

Level 20:              Tough  

 (A) Unbreakable Guard - +Max HP

 (*) Unbreakable Guard - Resistance/Endurance: Level 50+5

 

Level 22:              Terrify 

(A) HamiO:Centriole Exposure (Damage/Range)Level  53

(*) Bombardment (Accuracy/Endurance/Recharge)

(*) Bombardment - Chance of Damage(Fire)

(*) Positron's Blast - Chance of Damage(Energy)

(*) Glimpse of the Abyss - Chance of Damage(Psionic)

(*) Javelin Volley - Chance of Damage(Lethal)

 

Level 24:              Paralytic Poison              

 (A) Ghost Widow's Embrace - Chance of Damage(Psionic)

 (*) Neuronic Shutdown - Chance of Damage(Psionic)

 (*) Unbreakable Constraint - Chance for Smashing Damage: Level 50

 (*) Gladiator's Net - Accuracy/Hold: Level 50+5

 (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5

 (*) Gladiator's Net - Chance of Damage(Lethal)

 

Level 26:              Mass Confusion              

 (A) Cacophany - Chance of Damage(Energy)

 (*) Malaise's Illusions - Chance of Damage(Psionic)

 (*) Superior Overpowering Presence - Accuracy/Mezz/Endurance/RechargeTime: Level 50

 (*) Superior Overpowering Presence - RechargeTime/Energy Font: Level 50

 (*) Superior Overpowering Presence - Endurance/RechargeTime: Level 50

 (*) Superior Overpowering Presence - Accuracy/Mezz/Endurance: Level 50

 

Level 28:              Weave

 (A) Luck of the Gambler - Recharge Speed

 (*) Reactive Defenses - Scaling Resist Damage

 (*) Shield Wall - +Res (Teleportation), +5% Res (All)

 (*) Shield Wall - Defense: Level 50+5

 (*) Shield Wall - Defense/Endurance: Level 50+5

 

Level 30:              Poison Trap       

 (A) Unbreakable Constraint - Hold: Level 50+5

 (*) Unbreakable Constraint - Hold/Recharge: Level 50+5

 (*) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50+5

 (*) Unbreakable Constraint - Accuracy/Recharge: Level 50+5

 (*) Unbreakable Constraint - Endurance/Hold: Level 50+5

 

Level 32:              Alkaloid              

 (A) Preventive Medicine - %Absorb

 

Level 35:              Power Blast       

 (A) Apocalypse - Damage: Level 50+5

 (*) Apocalypse - Damage/Recharge: Level 50

 (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

 (*) Apocalypse - Accuracy/Recharge: Level 50

 (*) Apocalypse - Damage/Endurance: Level 50+5

 (*) Gladiator's Javelin - Chance of Damage(Toxic)

 

Level 38:              Temp Invulnerability    

 (A) Steadfast Protection - Resistance/+Def 3%

 

Level 41:              Energy Torrent 

(A) HamiO:Centriole Exposure (Damage/Range)Level  53

(*) D-Sync: Guidance (Accuracy/Range) Level 53

(*) Positron's Blast - Chance of Damage(Energy)

(*) Bombardment - Chance of Damage(Fire)

(*) Javelin Volley - Chance of Damage(Lethal)

(*) Explosive Strike - Chance for Smashing Damage

 

Level 44:              Unleash Potential          

 (A) Luck of the Gambler - Recharge Speed

 

 

Level 47:              Stealth

 (A) Luck of the Gambler - Recharge Speed

 

Level 49:              Maneuvers        

 (A) Luck of the Gambler - Recharge Speed

 

Level 1: Brawl    

 (A) Empty

 

Level 1: Containment    

 

Level 1: Prestige Power Slide     

 (A) Empty

 

Level 1: Sprint   

 (A) Unbounded Leap - +Stealth

 

Level 2: Rest      

 (A) Interrupt Reduction IO: Level 50+5

 

Level 1: Athletic Run      

 

Level 2: Swift    

 (A) Run Speed IO: Level 50+5

 

Level 2: Health 

 (A) Panacea - +Hit Points/Endurance

 (*) Miracle - +Recovery

 

Level 2: Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina              

 (A) Performance Shifter - Chance for +End

 (*)Performance Shifter - Endurance Modification

 

 

 

 

 

 

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I really like the notion of a Dark/Rad something... stop them hitting you and wreck their defence... I'd rather view it as the PC being "lucky" - working on the assumption that until that point the NPC lt/boss/EB/AV probably wouldn't have gotten to where they were in game lore with such an awful run of luck.

 

Maybe somebody highly mobile and bouncy able to confuse and confound their opponents.

 

A Dark/Rad controller sounds like it could be serious fun but equally a Rad/Dark crupper seems to offer a very good option too.

 

Perhaps that would make the most perfect duo in the game. Just thinking aloud

 

 

There's a fine line between a numerator and a denominator but only a fraction of people understand that.

 
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Not the answer the OP was looking for, but I had an alt in a RP SG once upon a great long while ago, only time I ever played RP in this game.

 

At any rate, there were strict rules about the effects on a players’ character after engaging certain elements of the Lore of the game.  For example, anytime you faced Vahz or undead you would be weakened for some period of time.  In order to simulate that ‘weakness’ you were required to strip enhancements from certain powers that otherwise boost vitality, agility, etc.  And you were forbidden from using travel powers for the duration of the “after effects” of the engagement.  It was a well-written/conceived list of ‘consequences’ and was part of the RP fabric of the SG.

 

There were a few “curses” that would permanently cripple your character, at least for awhile.  For example, if you were defeated in combat against an AV you’d be forced to lose any Tier 9 powers in any subsequent missions against the forces aligned to that AV (COT if lost to Infernal, etc.).  

 

The RP rules of the SG effectively made the game FAR more difficult than fun to me so I didn’t stick with it, but your comment about RP curses reminded me of it.  Perhaps one way you can play out the “curse” motif is to take debuff powers that are color tintable in a way to simulate the curse being applied to your targets.  Radiation, Dark, etc all would work well for this purpose.  Then apply some of the curses to yourself as mentioned above (lose an enh/temp loss of a power) if you are defeated as the “curse backfired.”

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After loving the character Domino from Deadpool, I made a good luck bad luck character here. An Assault Rifle Corr. Assault Rifle? What? Well Time was thematically all the good luck (buffs) and the debuffs were bad luck. But as the bio indicates Through training, [Lucky Lucero] has been able to amplify her powers. “Still y’all, it isn't exactly fast or efficient in the heat of battle to have to wait for them to trip over their shoelaces or take friendly fire. So can I get a gun? A big ol chongus of a gun. Oh and a shiny jetpack.”

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