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Post by Zoidberg on Oct 14, 2004 16:58:24 GMT -5
Origins
There are five categories of origins in the game. They determine what enhancements you can use in the game, and which contacts will become available to you during the course of the game. The five categories are listed below.
Science
The hero received his powers either through purposeful scientific inquiry or through some accident gone awry. The hero might not understand the forces that bestowed his super powers; all he does understand is that nothing is the same anymore.
Enhancements: Training, Invention, Genetic Alteration, and Experiment.
Mutation
The Mutant was born with his powers. His innate abilities appeared either at birth or puberty. A rare few did not develop until adulthood. These powers set the mutant apart from the rest of mankind; they are capable of far more than any normal human being. Mutants are sometimes feared for their strange talents, but are more often admired by the public at large.
Enhancements: Training, Genetic Alteration, Focus, and Secondary Mutation.
Magic
The hero receives his super powers from a magical source. These abilities might derive from a mystical artifact that the hero has gained over the years – or perhaps the hero has mastered numerous spells that provide him with superhuman gifts.
Enhancements: Training, Focus, Relic, and Dimensional Entity.
Technology
A technological hero uses gadgets to battle the forces of evil. No one else has been able to duplicate the amazing technology that lies behind these gadgets. This hero need not be a brilliant inventor; he can also be a normal guy who’s received these gizmos from some benefactor.
Enhancements: Training, Gadget, Invention, and Cybernetic.
Natural
The hero isn’t ‘super’ at all; his amazing talents derive from intense training and innate abilities. The hero might have been guided since birth to become the physical specimen that he is, or perhaps some tragedy has driven him to seek perfection.
Enhancements: Training, Relic, Gadget, and Technique.
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Post by Zoidberg on Oct 14, 2004 17:00:21 GMT -5
Archetypes
Archetypes determine the character’s role in the game. While it is possible to deviate from an archetype slightly, it is perhaps the most important choice you will make in character creation.
Blaster
The Blaster is an offensive juggernaut. This hero can deal a ton of damage from a distance. But the Blaster must be careful, because he’s somewhat fragile compared to other heroes. The Blaster can’t stand toe to toe with most opponents at melee for long. His best defense is a great offense!
· Hit Points: Low
· Damage: High
· Primary Power Set: Ranged
· Secondary Power Set: Support
Controller
The Controller is at the same time the weakest and yet the most powerful of the archetypes. The Controller has few offensive attacks and possesses the fewest hit points. But the Controller has access
to a range of powers and abilities that no one else does. Armed with these powers, a Controller can
affect the behavior of villains, from freezing them in place, to putting them to sleep, to routing them away. Armed with such abilities, the Controller is the backbone for any super group, but the Controller depends upon their teammates for protection.
· Hit Points: Low
· Damage: Low
· Primary Power Set: Control
· Secondary Power Set: Buff
Defender
The Defender tends to help his allies, and attack his foes, from a distance. The Defender excels at powers that assist friends, but can also hinder his enemies. The Defender is able to attack at quite a range, however, the Defender is not built for hand to hand. He might be able to dodge a few attacks, but the Defender won’t last for long.
· Hit Points: Low
· Damage: Medium
· Primary Power Set: Buff
· Secondary Power Set: Ranged
Scrapper
The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. But the Scrapper is not as resilient as the Tanker, and might find himself in a little trouble if he heedlessly wades into combat. The Scrapper’s aptitude for melee is countered by a total lack of long distance attacks. That doesn’t bother the Scrapper, he prefers to be up close and personal.
· Hit Points: Medium
· Damage: High
· Primary Power Set: Melee
· Secondary Power Set: Defense
Tanker
The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer to just charge straight ahead anyway.
· Hit Points: High
· Damage: Medium
· Primary Power Set: Defense
· Secondary Power Set: Melee
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Post by Zoidberg on Oct 14, 2004 17:00:46 GMT -5
Next up is powers!
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Post by Zoidberg on Oct 14, 2004 17:27:00 GMT -5
I Just copyed and pasted everything and what do i get for all that hard work? NOTHING!
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