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- Jump #326: City of Heroes
- >Three of Wands (Virtue): Honor maintained in a time of desperate struggle.
- Appropriate, considering the universe here.
- >Location: The Midnighter Club
- Make her a member of the Midnight Crew o/`
- >Origin: Magic
- >Archetype: Controller (-50)
- >Faction: Legacy Chain (-50, Magic)
- So I literally come out of nowhere to be a part of Legacy Chain? Ehhh, doable. Bonus for being an honorary member of the Midnighters, and it helps that I hold a rank of Grand Magister with them.
- >Drawbacks: Nemesis Plot (+100), Team's Full (+100), Void Hunters (+300), Sidekick: Numina (+300)
- Nemesis is clearly behind everyone refusing to work with me. And behind those Void Hunters. Probably not being press-ganged into working for one of the Freedom Phalanx, though, considering I literally have no backstory and my powers tend toward the dark. That's okay, though, I'll happily be a hero.
- >Sorcery (1550, Magic)
- Well, at least I have some flight abilities. Pretty boring without that.
- >Mu Mastery (1150)
- ...apparently I'm also secretly part of the Mu faction? What?
- >Elemental Mastery: Electric (Free, Mu Mastery)
- Get a freebie!
- >Soul Mastery (950, Magic)
- Drawing on spirits fits quite well, I suppose, for a Controller.
- >Elemental Mastery: Darkness (Free, Soul Mastery)
- You know, I have a serious problem with the low-tier powers being called MASTERY, and the high-tier powers NOT. Ugh, at least they stack in a very pleasant way.
- >Elemental Control: Fire (650, Controller)
- >Elemental Control: Electricity (350, Controller)
- >Elemental Control: Darkness (50, Controller)
- Makes for a varied power set and overlapping buffs/debuffs, even if it does follow a similar theme.
- So, pretty solid control over fire, electricity, and darkness. But with the buffs I get from the Masteries, with control over them as it stands, it means those are more or less boosted to the point of electrokinesis and umbrakinesis. Sounds promising to me.
- No wonder Numina bound me to her service for ten years.
- Much of what she had me do was, pretty much, the jobs no one else was willing to do. Or that they weren't willing to trust anyone to do. Sure, heroes are all well and good, but when you need an antihero or someone undercover (in, say, an ancient society of magic users intending to resurrect a dead god), I was sent. I dealt with things alone. And I moved on.
- She knew she had me by the throat if I turned on her, after all, but after a short period of time I'd like to think I earned her trust. I didn't, of course, but I'd like to think that. She was kind enough to go along with the polite fiction of me being in her tutelage, rather than having my soul in the palm of her hand.
- Essentially... in the end, what this came down to was playing through the entire campaign of City of Heroes, from start to beyond the finish, solo aside from raid bosses. It's not easy, but unlike many games, it IS doable. And when it came to things like Hamidon, a Controller proves to be a most excellent way to buff friendlies and debuff enemies. Though I seem to be a uniquely powerful Controller compared to most, I'm hardly on the level of the Mary Sue-ness that is the Freedom Phalanx.
- As far as jump #327: City of Heroes Going Rogue gauntlet... there's really not enough data in that to do it, though I did it anyway. Another ten years for a small buff to my abilities, not a bad idea. Didn't make any lasting changes to the status quo - the Resistance ended up displacing the villains in charge around the ninth year I was there, and promptly was every bit as bad as them of course - but I did survive to the end and got a bit of a boost to my magic, if nothing else.
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