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Dec 26, 2009, 8:13am



Welcome to the discussion forum for the Justice Server Role-Players (JSRP).

The JSRP are a group of players from City of Heroes, a Massively Multiplayer Online Roleplaying Game (MMORPG). We are currently active on the JUSTICE server. The group is devoted to roleplaying. Anyone is welcome to have to have account here.


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 AuthorTopic: Super Booster IV: Martial Arts (Read 10 times)
FelicityBane
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 Super Booster IV: Martial Arts
« Result #1 on Nov 12, 2009, 3:42pm »

http://www.cityofheroes.com.webdev.ncaus....uper_boost.html

Get ready to channel your chi and embrace your inner shinobi! City of Heroes® Super Booster IV: Martial Arts is now available for $9.99 on the NCsoft® store.

Not only does Super Booster IV: Martial Arts offer you a stealthy new costume set, brazen emotes, and ninja-inspired costume change techniques, but you'll gain access to the exclusive Ninja Run travel power so you can dash through the city with the agility of a ninja! Use Ninja Run to strike fear in the hearts of your enemies as you increase your run speed and leaping abilities. What's the best part? It doesn't use one of your power selections!

This purchase enables these features for all characters on your game account from level 1, but the costume change emotes do require that you unlock at least one additional costume slot. This can be accomplished by completing costume slot missions at levels 20, 30, and 40; and by using Halloween Event salvage (which can also be bought, sold or traded via the in-game Consignment Houses).

Martial Arts themed costume set:

The Martial Arts themed male, female and huge costume parts include robes, shoulders, legs, gloves, footwear, mask, belt and head pieces, as well as new hair styles, chest emblems, and weapons. Male and huge characters also have the option to select the top knot hair style, while females will have the option for braided buns!

Character Emotes:

/em bringit
/em pushup
Costume Change Emotes:
Activate the following martial arts themed 'costume change emotes' using the costume change interface, selectable from the main Menu.
Smokebomb
Ninja Leap
Ninja Run power:

Dash through the city with the agility of a ninja! The Ninja Run power is a travel power enabled through the purchase of Super Booster IV: Martial Arts and is available for use at level 4. Use Ninja Run to strike fear in the hearts of your enemies as you increase your run speed and leaping abilities, and the best part? It doesn't use one of your power selections!

NOTE FOR ABOVE
*By default characters only have one costume slot, and must unlock additional costume slots through activities in the game. This can be accomplished by completing costume slot missions at levels 20, 30, and 40; and by using Halloween Event salvage (which can also be bought, sold or traded via the in-game Consignment Houses).
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Result 2 of 10:
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 AuthorTopic: Paragon Times, Nov. 2, Birth Announcements (Read 9 times)
FelicityBane
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 Paragon Times, Nov. 2, Birth Announcements
« Result #2 on Nov 6, 2009, 5:15pm »

SAMANTHA ROSE BANE

Felicity Bane and Simone Chandler of Kings Row announce the birth of their daughter, Samantha Rose Bane. Ms. Bane is the birth mother.

Samantha arrived 12:01 a.m., November 1, 2009, in their home in Kings Row. She weighed 8 pounds, 8 ounces, and measured 20-3/4 inches in length.

She is Ms. Bane and Ms. Chandler's first child.

Maternal grandmother is Sarah Bane of Kings Row.
« Last Edit: Nov 6, 2009, 5:37pm by FelicityBane »Link to Post - Back to Top  IP: Logged


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 AuthorTopic: Paragon VICE Blog (Read 41 times)
FelicityBane
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 Re: Paragon VICE Blog
« Result #3 on Sept 18, 2009, 4:05pm »

UNDOCUMENTED: In the Garden
September 18, 2009

By Claire Carter

Eden is one of what are popularly regarded as the "forgotten" hazard zones of Paragon. Like Astoria before it, Eden (formerly "Woodvale") was rendered unlivable by a devastating and historically unique cataclysm. That it doesn't get nearly as much attention as many of the other HZs probably has to do with its destruction before the the Rikti War when, as they say, everything changed.

It may be that the collection of sentient plant and mineral life called the "Devouring Earth" is smarter than it is often given credit for: they were aggressive enough to reclaim an entire city neighborhood, but not so much that they demanded an immediate response. Heroes pass through on their way to more pressing matters in the off-limits 'Hive,' but few stay to join Crey security forces in the fight to reclaim the neighborhood.

But "fighting back" may be the problem. Some few humans now call Eden home, and instead of attempting to "reclaim" the wilderness for humanity, they have acclimated to the status quo.

The first and most well-known of this small, elective tribe is called the Eden Spear, though in a past life he went by Phillipe Rodrigo. Phillipe was a crew foreman in a construction company based out of Skyway when Woodvale was destroyed and overtaken, and in the following months, the video and news coverage of Woodvale's transformation into Eden captivated his interest.

"I recorded and watched the news footage until the tape went bad," said Rodrigo. "What we call civilization overtaken by wild, wonderful fauna -- just beautiful."

I received clearance to travel into Eden to find Rodrigo and his tribe personally, which may very well be the most dangerous thing I have ever done. But a man like Rodrigo cannot be fully understood outside the context of his home, much like the other Undocumented.

"I've always felt adrift," he said. "And then I came into Eden, and I felt real comfort for the first time in my life."

For such a tall and imposing figure, Rodrigo speaks quietly, and his tribe respects him. They're much like him: about two dozen regular men and women who voluntarily gave up their status as 'real' citizens to join Rodrigo in a small village deep in the forested ruins formerly called Adeva Towers. Some of them have only been here for a few months, but the change is palpable. They are stronger, leaner, quieter, and far more at-peace than the kind of people you bump into on the street.

That's not to say the clan hasn't had problems. One woman tried to sue Rodrigo after her brother gave up his job to live with Rodrigo and the others. He died a short few weeks later after contracting an unknown disease from a mosquito bite. The case was thrown out, but two other similar cases have been brought forward since then, under similar circumstances.

Rodrigo readily admits the lifestyle is not for everyone.

"It is dangerous out here, I will not deny that," he said. "And I understand the grief of the families. I share it."

Rodrigo has fared better. Classified as a low-level mutant by GIFT, Rodrigo enjoys strength, agility, and tough skin exceeding normative human genetics, though nowhere near the range of someone like Statesman. Still, these traits allow him to walk freely in Eden in nothing much more than a kilt, while the rest of his tribe sports pants and long-sleeve shirts.

Coupled with a sturdy metal spear constructed from materials salvaged from destroyed Crey R&D labs, Rodrigo has become the tribe's default hunter and protector. It's a job he takes to well, though he doesn't like to boast. I get the impression that answering my questions is the most he's spoken at once since he moved here.

I spent a week with Rodrigo and his clan, and after the first 24 hours I found I didn't much miss the smell and noise of the city. I didn't miss my cell phone, or e-mail, or Twitter, or traffic. The distant blue haze of the War Walls were the only reminders I had of life in the city, but after awhile they too became simple background noise.

I helped them dig a new well. I helped them erect a new hut. I went hunting with Rodrigo. I am and always will be a city girl, but the appeal of this simpler, more vital life was not lost on me.

Of course, cavorting with nature isn't all Rodrigo gets up to; he wouldn't have the "Eden Spear" nickname without it. Rodrigo keeps to Eden, and he defends the territory from hostile intruders (human and otherwise) fiercely.

A PCPD after-action report credits him with leading the defense of the Founders Falls security check point against a rush of Devouring Earth creatures, and another says he was instrumental in suppressing a skirmish between mercenaries and a red-clad paramiltary group that threatened the integrity of a War Wall pillar. Rodrigo and his tribe have also saved the lives of several heroes (and more mundane sightseers and daredevils) who got in over their heads, a frequent occurrence in "his" zone.

Still, he says, he isn't doing anything anyone else in his position wouldn't do.

"I am not denying my humanity by moving away from the city," he said. "I have only come here to rediscover the beauty of the world, and to find my place in it."
« Last Edit: Sept 18, 2009, 5:36pm by FelicityBane »Link to Post - Back to Top  IP: Logged


Result 4 of 10:
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 AuthorTopic: Power Customization at Comic Con (Read 5 times)
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 Power Customization at Comic Con
« Result #4 on Jul 26, 2009, 11:38pm »

http://www.droppin-the-fork.com/coh/sdcc/

Some videos. All safe.
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Where there's a will, there's a way, for good or for evil, for freedom or for power.


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 AuthorTopic: Gamershell.com Power Customization Screenshots (Read 4 times)
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 Gamershell.com Power Customization Screenshots
« Result #5 on Jul 23, 2009, 4:34pm »

Here:

http://www.gamershell.com/pc/city_of_heroes/screenshots.html

I wonder what color I can shade my vomit after seeing EVERY new character for a month straight develop RAINBOW POWER!

I think I'll go with bright blue. It won't make sense, but it might be original.
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Result 6 of 10:
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 AuthorTopic: Felicity Bane's Private Journal (Read 1,141 times)
FelicityBane
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 Re: Felicity Bane's Private Journal
« Result #6 on Jul 10, 2009, 3:07pm »

07/10/09
6:45 AM

I dream about them sometimes.

There's the one living in some kind of post-nuclear wasteland, battling bandits and slavers and generally acting like some kind of savior. (The label that floats around this one is "vault chaplain," but I don't know exactly what that means.) There's the elite space marine with a small squad of humans and aliens, fighting against... something big, something beyond the dream's scope to contain. (This one, "Spectre," makes a little more sense to me. I think.) There are other, stranger ones, like the gunslinger living in an Old West with no geography I recognize, or the one living in some kind of remote castle with.. uh.. Alicia as my wife. That one's a little embarrassing.

There are others that are closer to home. The one that sticks out most is the one that got busted and thrown in the Zig for good, only to be liberated by Arachnos in their "liberation" of Zig prisoners years ago... and set up shop in the Rogue Isles. That one's on the verge of toppling her world's Marcone family.

There are a lot of them, and some I see more clearly than others. They're not all heroes; some are villains, tyrants, master criminals or petty thieves... and many are just trying to get by.

And at some point, all of them take a gun in hand to force their will onto the world.

The one I want to see is never there, and I've been thinking about her a lot these days. Most of my interactions with Praetorian Earth have reinforced the notion that we are "mirror universes," where actions in one are reflected in the other... sometimes in unexpected ways. I've given up trying to figure out which one of the two worlds "causes" everything to happen in both, and instead just accepted that that's the natural order of things: for there to be an up there must be a down, and so on.

We kicked her out of seclusion when we got there, made her pick up her guns and go to work. And now, here I am, years later, basically retired from that line of work and (mostly) free of my desire to enforce and correct via gunfire. Has she taken my place, then? If I'm to be peaceful, does she have to be war-like?

I hope not. I mean, I don't exactly like her--I still find it hard to describe the sensations her presence put in me, but it's something like "extreme humiliation wedded to shame-driven homicidal rage." So, you know, not pleasant to be around.

But she was so happy back then, or at least... I don't know... content. Now I am. So what's she? The same, or inverted? It's hard to tell with this Praetorian shit.

Troubling these waters is something Unai told me over lunch last week--that Tyrant is alive and well. I'd heard as much when this Praetorian hit squad of sorts hit the Rogue Isles, but I guess somewhere in the back of my head I just liked to believe that he was as dead as my team had made him. By all measures the resistance group has made very little headway, and Tyrant's Praetorians--the apex of everything I feared and hated about superheroes' potential--still rule that whole damn planet with an iron fist.

I've told myself not to get involved, and so I won't; I have a good family here and a nice baby bump forming, and anyway there are scores of people better suited to the problem (should it become one) than me. But nothing can stop me wondering, and nothing can stop me dreaming. I just hope I can see where she's at soon. And I sure as hell hope she's still alive.
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Result 7 of 10:
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 AuthorTopic: Issue 15 now live (Read 5 times)
FelicityBane
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 Issue 15 now live
« Result #7 on Jun 29, 2009, 4:08pm »

I15 Releases!
"Issue 15: Anniversary" includes a host of new features and content including major updates and improvements to the Mission Architect system.

5th Column Task/Strike Force

Villain Strike Force - "Thus Spoke the Reichsman"

The Villains are hired for what seems like a simple, high-paying job: Steal information from the Hero 1 Time Capsule. Things go awry when the job ends up leading to the return of an enemy from the past. Now the villains have to deal with the mess they've made - while trying to make as much profit from it as possible.

Strike Force Contact Name: Barracuda
Location: Grandville
Minimum Team Size: 4 Villains
Recommended Team Size: 6 Villains
Level Requirement: 45-50
5 Missions

Hero Task Force - "Return of the Reichsman"

The Heroes follow the trail of some stolen information to find that an old foe is returning... in a big way! Forced to deal with an invasion, the Heroes must scramble to find a way to defeat a seemingly unstoppable enemy.

Task Force Contact Name: Dr. Kahn
Location: Founder's Falls
Minimum Team Size: 4 Heroes
Recommended Team Size: 6 Heroes
Level Requirement: 45 - 50
5 Missions

New Costumes

New Issue 15 costumes include the Vines and Ulterior themed costume sets.

Ulterior Set and Mask Set (Male, Female, Huge Body Types)
1 Chest
1 Glove
1 Hips
1 Boots

Vines Mask set (Male, Female, Huge Body Types)
1 Chest
1 Glove
1 Hips
1 Boots
1 Cape (NOTE: Known Issue that the cape is not available for female body types).
1 Skirt (NOTE: Skirts are worn by Female Body type only)

New Character Faces - Over 20 new character faces provide even more options for character customization

Female Body Type Faces
Face 16
Face 17
Face 18
Face 19
Face 20
Face 21
Face 22
Face 23
Face 24
Face 25
Face 26
Face 27
Supernatural Face 12

Male and Huge Body Type Faces
Face 14
Face 15
Face 16
Face 17
Face 18
Face 19
Face 20
Face 21
Face 22
Supernatural Face 14

New Costume Change Emotes*

Just recently introduced in Super Booster II: Magic, Costume Change Emotes represent a brand new feature type that provide fun and colorful transitions between two different costumes for a given character.

The new Costume Change Emotes for Issue 15 are separate from the Super Booster II: Magic set, and are free to players.

Players activate them using the costume change interface, selectable from the main Menu.

Backflip
Salute
Howl
Evil Laugh
Peacebringer Transform (Kheldians only)
Warshade Transform (Kheldians only)

*By default characters only have one costume slot, and players must unlock additional costume slots through activities in the game. This can be accomplished by completing costume slot missions at levels 20, 30, and 40; and by using Halloween Event salvage (which can also be bought, sold or traded via the in-game Consignment Houses).

Mission Architect Updates

Architect Toolbox

The Architect Toolbox provides new testing tools that allow players to better and more easily polish their content before sharing it with the public.
Enhanced Mission Architect Searching and Navigation options
Key phrase tagging and arc difficulty display help players find the content they're looking for even faster
Missions can now be selected for both "Hall of Fame" and "Dev Choice"
"Dev Choice" missions have selectable reward types, you can choose between earning Tickets or normal rewards.

New Server-wide Architect Chat channel
The command to use the Mission Architect Chat Channel is /ma

New map available - "Grandville Beach".
Other Mission Architect Creation Enhancements: New options for creating custom stories.
The Mission Architect User Interface now has a "Random" button so that players can search for a Random story arc.
The Page Display in the Mission Architect User Interface has been improved.

Chat

The Mission Architect Channel has been added to the Chat channel selection window, and can now use the /ma command.

COMBINED

Arenas

Fixed the bug where one could teleport during the Buff period in Arenas.
Fixed a bug where some arena maps were still requiring at least 6 players.
Fixed the bug where if your character was dead at the moment an Arena match ended, the character would spawn back into the world zone dead, forcing the character to go back to the to the world zone hospital.
Fixed a bug where sometimes killing someone during an Arena match's Sudden Death wouldn't properly win the match.

Arena Badges

The following Arena badges are now available to players who participate in Arena Matches:

Arena Victor: This badge is awarded for winning your first Arena Match.
Arena Duelist: This badge is awarded for winning your first Arena 'Duel' Match.
Tournament Victor: This badge is awarded for winning your first 'Swiss Draw' tournament.
Arena Survivalist: This badge is awarded for winning your first 'Free for All' Match.
Pentad Victor: This badge is awarded for winning your first 'Pentad' or 'Septad' Match.
Arena All-Star: Obtain all five of the above badges to earn this badge.

In addition to the above new badges the following 'Weightclass' badges will now correctly be granted to players who win a rated scheduled match!

Strawweight Champion.
Flyweight Champion.
Bantamweight Champion.
Featherweight Champion.
Lightweight Champion.
Welterweight Champion.
Middleweight Champion.
Cruiserweight Champion.
Heavyweight Champion.
Super Heavyweight Champion.

The weight class Arena badges should now correctly display their flashing pop up text as well as their chat dialogue text.

Badges

The Master Architect badge should now correctly state that it will grant charges of the Invigorate power, instead of the Vitalize power, when a player logs off in either a University or Architect Entertainment building.
The Rocketman badge should now have its name be 'Rocketwoman' if the owner is a female character
The Master Architect Day Job accolade badge should now show the player help text on how to obtain it once either of the Professor or Architect day job badges has been earned.
Ironman/Ironwoman badge should no longer refer to a female character owning the badge as 'Ironman' in this badge's description.
The Soul Taker badge should correctly spell 'Tarixus' correctly.
The Wiseguy/Wisegal badge should no longer refer to a female character owning the badge as 'Wiseguy' in this badge's description.
Villains who earn the Popular and Leader badges should have the badge description refer to the Rogue Isles instead of Paragon City.
Heroes that earned Villain only monster badges and Villains that earned Hero only monster badges during the 5th Anniversary have had these badges revoked.
Added text to the arena tournament badges that explains how you get them as well as how you got them.
Corrected the hint text for the Mission Engineer accolade. It should now correctly hint at the correct requirements for the changes made to Mission Architect badges in Issue 15.
The Leader badge will now have unique long help text for both heroes and villains instead of being the same as the Popular badge.
Fixed a typo in the Depths of Time badge description.
Fixed a bug that would cause the removed Architect Badges to constantly be granted and then immediately revoked which would cause them to occasionally appear in the 'Most Recent' tab.

Bases

Changed the operation of the /coalition_cancel slash command and the coalition menu in the Supergroup window so they now work correctly when the allied Supergroup no longer exists.

Day Jobs

Fixed a bug that would cause a character with the Crey Scientist badge to earn Sleep Grenade charges while in a Hospital instead of the University.
The Architect and Experienced Architect Day Job powers should now correctly state that they award an end of mission ticket bonus of 5 and 10% instead of 1 and 2 tickets.

Emotes

The /alakazamreact emote will now function properly when a character is in the air.
Fixed animation bug with the At Ease emote.

Gameplay

Fixed a client-side crash that resulted when a player (not on a team) logged out with an active Architect Entertainment mission, logged back into the game, and accepted a team invite.
If a "non-teamed" player receives an invitation while on an Architect Entertainment mission, the player will now receive a warning that they will be dropped from the Architect Entertainment mission / arc.
If a player tries to invite another player who is already part of a TF/SF running an Architect Entertainment arc, they will not receive any invite from the player, and the player sending the invite will get a message saying that the other player is already on a team and cannot be invited.
Players are no longer able to reinvite others to a Task Force after the Task Force has started.
Adjusting Freakshow spawns to spawn correctly at level 46+
Hamidon Mitochondria Electrolytes' Electrolytic Blast will no longer chain indefinitely.

Invention

* Air Burst: The Air Burst IO set should have its recipe display name and enhancement display name be consistent.
* Armageddon: Armageddon / Chance for Fire damage should no longer have a chance to damage the user if used in powers like Burn.
* Candy Cane Salvage: The Candy Cane salvage should now appear in the user's Event Salvage tab instead of the Special Salvage Tab.
* Coercive Persuasion: Coercive Persuasion / Contagious Confusion - Should no longer confuse the caster's pet
* Gladiator's Armor: Fixed a typo in the Gladiator's Armor: Teleportation Protection, +Def (All) enhancement description.
* Kinetic Combat: Fixed a bug that caused Kinetic Combat: Acc/Dam, Dam/End, Dam/Rech and Dam/End/Rech at level 25 to cost significantly more influence/infamy that it should have.
* Positron's Blast: The Positron's Blast set should correctly display its name as 'Positron's Blast' instead of 'Positrons Blast'.
* Unquenchable Flame: Fixed a typo in the Unquenchable Flame salvage description.
* Fixed the bug where recipes did not display a tooltip when moused over
* Damage resistance bonuses granted by Invention Origin sets like Aegis or Shield Wall will no longer be modified by archetype modifiers. This means that all archetypes will get the advertised bonus on the enhancement.
* All damage proc effects in Invention Origin enhancements will now state the rate at which they will be triggered, the damage type they inflict and the measure of damage they inflict.

Macintosh Users

* Fixed Vertical Sync option for Macintosh users.
* Fixed a Memory Leak issue that affected a small number of Mac users.

Merit Rewards

* Fixed a typo in the 'Random Level 35-39 Rare Recipe Reward' description.
* Defeating the Hamidon has had its Merits awarded increased from 40 to 52. This was due to a merits per minute recalculation made in a previous patch that was overlooked for the Hamidon.

Mission Architect

* Level Range per mission may now be set by the author in the Mission Architect. If the player does not set these levels then story arcs must obey the same level restrictions as what is currently on live. However if they set the level then any level range may be used, but it will conform to these rules:
* A critter that spawns higher than the level range chosen will be brought down.
* A critter that spawns lower than the level range chosen will not be brought up.
* If there are critters outside the range they will display "Warning" messages instead of error messages in the editor. Additionally, Players will see a warning message on the arc if it contains higher level critters which have been brought down.
* Comments are now gathered together on the client and are readable via the "Comments" button on your published arcs.
* Collection Objects can now be triggered like other objectives.
* The vendor will now sell random common salvage in both the 'Invention Salvage' and 'Reward Rolls' categories.
* 'Empty' is now a valid choice for villain groups
* Prisoners removed as a villain group in Mission Architect.
* It is possible to set the level range of a mission so that it goes above or below the level range of the villains used in the mission. In this case, Mission Architect will now make adjustments.
* Critter spawning will first make a pass through normal matching routine. If critters are found at the level of the mission, they will spawn.
* If nothing is found, Mission Architect will try to spawn ignoring critter the level restrictions.
* Anything that will be spawned down (at below minimum level range), will be available to spawn.
* Anything that will be spawned up (at above maximum level range) will only spawn if it is within 3 levels of the highest critter.
* Fixed a bug with Custom Critters where a Custom Boss would be accompanied by 5th Column minions. Critters accompanying custom boss spawns should now be drawn from the same custom villain group as the custom boss, or from the villain group of the mission as a whole, if the custom villain group doesn't contain any other critters.
* Maps with multiple floors should now display correctly on the Mission Setting Summary screen.
* Fixed many minimaps in the Mission Architect preview window that were the wrong scale and therefore did not show up correctly.

Mission Architect Custom Critters

* Dark Miasma - Switched availability of Twilight Grasp and Darkest Night. Twilight Grasp is now available to standard minions.
* Radiation Emission - Switched availability of Radiant Aura and Radiation Infection. Radiant Aura is now available to standard minions.
* Mind Control - Confuse now available at Extreme setting
* Illusion Control - Deceive now available at Extreme Setting
* Custom Critters - Electrical Melee - Lightning Bolt corrected to red colored lightning.
* Custom Critters - Energy Melee - Power Blast corrected to red colored Power Blast effects.
* Custom Critters - Corrected Minion Ranged damage values.
* Custom Critters - All ranged attacks added to melee powersets have been corrected to use the ranged damage table.
* All Custom power selections now require all powers from the Standard power selection for that rank.
* Updating Generic Spawns to no longer use Menace, but use unique animations. Affected groups: Generic (a catchall), Contaminated, Vahzilok, Freakshow, Sky Raiders, Circle Of Thorns, The Lost, Tsoo, Banished Pantheon, Devouring Earth, Crey.
* Added more Freakshow of a higher level (44 - 50) into the enemy group.
* Custom Critters are no longer allowed to have 2 separate weapon sets or 2 of the same powersets for primary and secondary.
* Custom Critters with "Custom" difficulty level will now actually use all of the powers they are given.
* Improved A.I. usage for all custom critters
* Custom Critters Power Selection: Battle Axe - Cleave moved to LT Extreme, Swoop to Standard Boss, and Chop to Standard LT.
* Custom Critters Power Selection: Dark Melee - Midnight Grasp moved to LT Extreme, Shadow Maul to Standard Boss, and Smite to Standard LT.
* Custom Critters Power Selection: Dual Blades - Sweeping Strike moved to LT Extreme, Vengeful Strike to Standard Boss, Ablating Strike to Standard LT and Power Slice moved to Minion Hard setting.
* Custom Critters Power Selection: Electrical Melee - Thunder Strike moved to LT Extreme, Chain Induction to Standard Boss, and Havoc Punch to Standard LT.
* Custom Critters Power Selection: Energy Melee - Total Focus moved to LT Extreme, Bone Smasher to Standard Boss, and Energy Punch to Standard LT.
* Custom Critters: Fiery Melee - Greater Fire Sword moved to LT Extreme, Cremate to Standard Boss, and Fire Sword to Standard LT.
* Custom Critters Power Selection: Stone Melee - Seismic Smash moved to LT Extreme, Heavy Stone Fist to Standard LT.
* Custom Critters Power Selection: Super Strength - Custom Critters Power Selection: Super Strength - Knockout Blow moved to LT Extreme, Bone Smasher to Standard Boss, and Punch to Standard LT
* Custom Critters Power Selection: War Mace - Clobber moved to LT Extreme, Shatter to Standard Boss, and Pulverize to Standard LT.
* Custom Critters Power Selection: Ice Melee - Freezing Touch moved to LT Extreme and Ice Sword to Standard LT.
* Custom Critters Power Selection: Broad Sword - Head Splitter moved to LT Extreme, Disembowel to Standard Boss, and Hack to Standard LT.
* Custom Critters Power Selection: Claws - Eviscerate moved to LT Extreme, Slash to Standard Boss, and Strike to Standard LT.
* Custom Critters Power Selection: Katana - Golden Dragonfly moved to LT Extreme, Soaring Dragon to Standard Boss, and Sting of the Wasp to Standard LT.
* Custom Critters Power Selection: Martial Arts - Eagle's Claw moved to LT Extreme, Crane Kick to Standard Boss, and Storm Kick to Standard LT.
* Custom Critters Power Selection: Spines - Ripper moved to LT Extreme, Quill Throwing to Standard Boss, and Lunge to Standard LT.
* Custom Critters Power Selection: Archery - Fistful of Arrows moved to Standard LT, Explosive Arrow to Hard Minion.
* Custom Critters Power Selection: Electrical Blast - Ball Lightning moved to Standard LT, Tesla Cage to Hard Minion
* Custom Critters Power Selection: Energy Blast - Energy Torrent moved to Standard LT, Explosive Blast to Hard Minion
* Custom Critters Power Selection: Frost Breath - moved to Standard LT, Freeze Ray to Hard Minion
* Custom Critters Power Selection: Psychic Blast - moved Psychic Scream to Hard Minion
* Custom Critters Power Selection: Radiation Blast - Electron Haze moved to Standard LT, Neutron Bomb to Hard Minion
* Custom Critters Power Selection: Sonic Attack - Howl moved to Standard LT, Shockwave to Hard Minion
* Custom Critters Power Selection: Assault Rifle - Buckshot moved to Standard LT, M30 Grenade to Hard Minion
* Custom Critters Power Selection: Fire Blast - Fire Breath moved to Standard LT, Fire Ball to Hard Minion
* Custom Critters Power Selection: Electricity Assault - Thunder Strike moved to LT Extreme, Havok punch to Standard Boss, and Charged Brawl to Standard LT.
* Custom Critters Power Selection: Energy Assault - Total Focus moved to LT Extreme, Power Burst to Standard Boss, and Bone Smasher to Standard LT.
* Custom Critters Power Selection: Fiery Assault - Blazing Bolt moved to LT Extreme, Incinerate to Standard Lt, and Fire Breath to Hard Minion.
* Custom Critters Power Selection: Icy Assault - Bitter Ice Blast moved to LT Extreme, Frost Breath to Hard Minion, and Ice Sword to Standard LT.
* Custom Critters Power Selection: Psionic Assault - Psychic Shockwave moved to LT Extreme, Subdue to Standard Boss, and Mind Probe to Standard LT.
* Custom Critters Power Selection: Thorny Assault - Ripper moved to LT Extreme, Thorn Barrage to Standard Boss, Fling Thorns to Hard Minion. and Skewer to Standard LT.

Mission Architect Badges

* The Mission Architect badge experience has gone under a revamp. All series of badges that previously required an objective to be completed a number of times (Click on X objectives, Defeat X enemies, Play X Missions, etc.) have been reduced to a single badge that only requires these objectives to be completed once.

Example: You'll now get the Ticket Taker badge for earning your first ticket, the Author badge from the first person playing your mission architect arc, and Recognized for someone rating your mission the first time.

This means a number of badges needed to be removed and requirements for some badges to be changed. Below is an outline of what has changed:

The following badges have been removed from the Mission Architect Badge list:

Adventurer
Plugged In
Escapist
Hardcore Gamer
Ticket Hound
Ticket Fiend
Ticket Master
Golden Ticket
Creator
Story Teller
Writer
Bard
Acclaimed
Illustrious
Renowned
Living Legend
The Chosen One
Discerning
Aficionado
Maven
Connoisseur
Button Masher
Impulsive
Unpredictable
Pressed the Red Button
Virtual Destroyer
Virtual Warrior
Virtual Soldier
Virtual Slayer
Virtual Button Masher
Virtually Curious
Virtually Erratic
Virtually Unpredictable
Mission Seeker
Mission Investigator
Mission Detective
Mission Inquisitor
Mission High Inquisitor
Evaluator
Reviewer
Judge
Two Thumbs Up
Windfall
Bounty
Premium
Bonanza
Jackpot
Virtual Ticket Taker
Virtual Ticket Hound
Virtual Ticket Fiend
Virtual Ticket Master
Virtual Golden Ticket
Activated
Encouraged
Motivated
Galvanized
Hall of Famer
Builder
Constructor
Engineer
Designer
Master Builder
Resolute
Undaunted
Virtuous
Champion of Justice
Evildoer
Malefactor
Nefarious
Diabolical
Show Off
Hotshot
Went the Extra Mile
Overachiever
Architect L
Architect LXXV
Architect C
Do Gooder
Safekeeper
Savior
To The Rescue
Virtual Do Gooder
Virtual Guardian
Virtual Savior
Virtual Rescuer
Decimator
Obliterator
Marauder
Cataclysmic
Virtual Decimation
Virtual Obliteration
Virtual Marauder
Virtual Cataclysm
Eliminator
Liquidator
Executioner
Terminator

The following Mission Architect badges remain:

Thrill Seeker
Gamer
Ticket Taker
Author
Recognized
Mission Engineer
Early Bird
Admiring
Virtual Victor
Poor Impulse Control
Virtually Impulsive
Critic
Customizer
Bug Fixer
Energized
Among Friends
Heroic
Villainous
Workaholic
Virtual Victim
Payoff
Architect X
Architect XXV
Extractor
Virtual Extractor
Destructive
Virtual Destruction
Virtual Victor
Assassin

The Mission Engineer Accolade now requires the following badges:

Thrill Seeker
Gamer
Ticket Taker
Author
Recognized
Early Bird
Customizer
Bug Fixer

Powers

General

* Dark Miasma/Dark Servant: All versions of this power should now correctly be able to be slotted with Accurate Healing and Accurate To Hit Debuff IO sets.
* Energy Melee/Barrage: Corrected the short and long help, on all versions of this power, to state that it deals moderate damage and has a fast recharge rate.
* Fiery Aura/Temperature Protection: Clarified that this power grants slow resistance by adding this to its short and long help.
* Hibernate: All versions of Hibernate should use the correct PFX now, so that the user should fully be encased in ice.
* Personal Force Field: All versions of Personal Force Field should now state that it grants resistance to all damage except toxic. This power has never granted Toxic resistance, this is just a clarification in its short help.
* Pocket D VIP Teleporter: The activation sound for the 'teleport to Pocket D' power should now stop playing if the power is interrupted.
* Power Soul Essence: The Temporary Power Soul Essence has had its looping animation removed. As a Passive power, it should not have had an animation.
* Psychic Wail: All versions of Psychic Wail had its short help changed to explain that it is a PBAoE power not a Close (AoE) power.
* Revive Ally: The Revive Ally Day Job power had its confirmation window text adjusted to better match what the power does for the target.
* Sprint: The dust trail from Sprint will no longer continue to play in air if a Flight power is turned on while sprinting.
* Fixed a bug where certain powers, such as Plant Control/Carrion Creepers, would not properly pass enhancement bonuses to the summoned creatures.
* Short help for powers that refer to damage should now all share the same 'DMG' abbreviation.
* Fixed a bug where cones could hit significantly more enemies than intended.

PVP

* Amy's Ward power - Amy Jonsson should be more discriminating in who she heals and attacks.
* Controller - Fire Control - Fire Cage now lasts 4 seconds versus players.
* Controller - Storm Summoning - Steamy Mist now correctly provides Confuse resistance in PVP.
* Controller - Thermal Radiation - Forge no longer causes suppression in pvp.
* Corruptor - Thermal Radiation - Forge no longer causes suppression in pvp.
* Freedom Corp Cataphract Tear Gas: Fixed malfunctioning Freedom Corp Cataphracts. All Cataphracts have been correctly loaded with a 4 second duration Tear gas.
* Mystic Fortune Buff: If you have a Mystic Fortune buff on you going into an Arena event with temp powers disabled, the buff will be disabled during the match.
* Psionic Manipulation /Drain Psyche: Reduced Recovery debuff to 80%
* Psionic Assault - Drain Psyche: Reduced Recovery debuff to 80%
* Capped the base duration of all mezzes in PvP zones and Arena to 4 seconds. Strength mods can still increase the duration of the mez beyond 4 seconds.
* Fixed the bug where powers were being cleared when entering and leaving PvP zones.
* Stun duration for all versions of Rise of the Phoenix is now correctly set to 2 seconds in
* PVP badges now show the correct behavior when earned; Floating text appears when they are earned and they show up under "Most Recent Badges"
* Changed the warning sounds that occur during the countdown in a server-scheduled Arena match to only occur during the final ten seconds of the countdown, instead of occurring every minute.

Zones

* Added Vanguard NPCs to the AE building in the Rikti War Zone

User Interface

* Line breaks in character descriptions now display correctly.
* Trading Salvage: Fixed bug so that the amount slider now works correctly; No longer jumps to a larger value.

CITY of HEROES

Badges

* Heroes should no longer earn progress toward the Arachnos Rising history badge as this is a badge that is unobtainable by heroes.

Powers

Blasters

* Munitions Mastery/Sleep Grenade - Custom Assault Rifle should now be visible if this power is used when the rifle is not already drawn.

Controllers

* Gravity Control/Dimension Shift - Corrected missing visual effect

Peacebringers

* The Ouroboros portal power icon will now correctly grey out when the user is shape shifted using the Nova and Dwarf forms.

Scrappers

* Weapon Mastery/Exploding Shuriken: Fixed a typo in this power's combat channel text.
* Activating Willpower / Heightened Senses while in Claws combat mode will now play the correct animation.

Warshades

* The Ouroboros portal power icon will now correctly grey out when the user is shape shifted using the Nova and Dwarf forms.

Tasks

* Safeguard Missions - Many Safeguard missions that were uncompletable due to lack of bank robbers have been fixed.


CITY of VILLAINS

Badges

* Fixed a bug that would allow villains to gain progress towards the Hero "Academic" history badge.
* The Hallow Spirit badge should once again be available to villains. A bug caused this badge to be revoked if the player was a villain, players who had earned the badge will receive the badge once again.

Powers

General

* Fixed a typo in the Marshal Accolade power's long help.

Arachnos Soldiers

* Wide Area Grenade: This power incorrectly listed its recharge as 'Medium' in its long help. It should now correctly display its recharge as 'Long'.
* Fixed 'hit' FX for Venom Grenade, so that they stay a consistent size regardless of the scale of the initial target.
* Single Shot - Reduced Animation time to 0.9 seconds
* Wide Area Web Grenade Animation time reduced to 1.67 seconds
* Venom Grenade Animation time reduced to 1.67 seconds
* Frag Web Grenade Animation time reduced to 1.67 seconds

Dominators

Dominator Archetype Revamp

Removed the damage bonus granted from Domination and increased Melee Damage Modifier from .75 to 1.05 and Ranged Damage Modifier from .65 to .95. This will allow the Dominator to deal greatly improved damage regardless if they are in Domination mode or not.

Corrected Dominator Archetype description to reflect recent changes.

Electricity Assault

Charged Brawl: Reduced this power's damage scale from 1.96 to 1.32, reduced its recharge from 10 seconds to 6 seconds and reduced its endurance cost from 10.2 to 6.86.

Havoc Punch: Reduced this power's damage scale from 2.6 to 1.96, reduces its recharge from 14 seconds to 10 seconds and reduced its endurance cost from 16.4 to 10.19.

Zapp: Increased this power's damage scale from 2.76 to 3.56, increased its recharge from 12 seconds to 20 seconds and increased its endurance cost from 14.4 to 18.51.

Thunder Strike: Decreased the damage scale of single target portion of this power from 2.56 to 2.04, reduced its recharge from 20 seconds to 16 seconds and reduced its endurance cost from 18.5 to 15.2. Reduced the area of effect portion of this power's damage scale from .42 to .31.

Energy Assault

Power Bolt: Increased this power's damage scale from 1 to 1.32, increased its recharge from 4 seconds to 6 seconds and increased its endurance cost from 5.2 to 6.86.

Bone Smasher: Increased this power's damage scale from 1.64 to 1.96, increased its recharge from 8 seconds to 10 seconds and increased its endurance cost from 8.53 to 10.2.

Power Push: Increased this power's damage scale from .4 to 1.64.

Power Blast: Increased this power's damage scale from 1.32 to 1.96, increased its recharge from 6 seconds to 10 seconds and increased its endurance cost from 6.86 to 10.2.

Whirling Hands: Increased this power's damage scale from 1 to 1.1, increased its recharge from 14 seconds to 20 seconds, increased its endurance cost from 14.4 to 18.51, and increased its radius from 10 feet to 15 feet.

Total Focus: Increased this power's damage scale from 3.56 to 3.88, increased its recharge from 20 seconds to 22 seconds and increased its endurance cost from 18.5 to 20.18.

Sniper Blast: Increased this power's damage scale from 2.76 to 3.56, increased its recharge from 12 seconds to 20 seconds and increased its endurance cost from 14.4 to 18.51.

Power Burst: Increased this power's damage scale from 2.12 to 2.6, increased its recharge from 11 seconds to 14 seconds and increased its endurance cost from 10.4 to 13.5.

Fiery Assault

Flares: Decreased this power's damage scale from 1.01 to 1, increased its recharge from 2.2 seconds to 4 seconds and increased its endurance cost from 3.69 to 5.2.

Incinerate: Increased this power's DoT damage scale from 1.81 to 2.12, increased its recharge from 8 seconds to 10 seconds and increased its endurance cost from 8.53 to 10.2.

Fire Blast: Increased this power's direct damage component damage scale from 1 to 1.64, increased its recharge from 4 to 8 seconds and increased its endurance cost from 5.2 to 8.53.

Combustion: Decreased this power's damage over time component damage scale from 1.2 to .8, increased its recharge from 15 seconds to 17 seconds and its endurance cost from 13 to 16.

Blazing Bolt: Increased this power's direct damage component damage scale from 2.12 to 3.56, increased its recharge from 12 seconds to 20 seconds and its endurance cost from 14.4 to 18.5.

Blaze: Increased this power's direct damage component damage scale from 2.12 to 2.28, increased its recharge from 10 seconds to 12 seconds and its endurance cost from 10.4 to 11.9.

Icy Assault

Ice Sword Circle: Decreased this power's damage scale from 1.55 to 1.19, increased its recharge from 20 seconds to 22 seconds, increased its endurance cost from 18.5 to 20.2 and increased its radius from 10 feet to 15 feet.

Psionic Assault

Psionic Dart: Increased this power's damage scale from .6 to 1.32, increased its recharge from 1.5 seconds to 6 seconds and increased its endurance cost from 3.12 to 6.86.

Mind Probe: Increased this power's damage scale from 1.64 to 1.96, increased its recharge from 8 to 10.

Telekinetic Thrust: Increased this power's damage scale from .8 to 1.64, increased its recharge from 6 to 8 and decreased its endurance cost from 10.2 to 8.53.

Mental Blast: Increased this power's damage scale from 1 to 1.64, increased its recharge from 4 to 8 seconds and increased its endurance cost from 5.2 to 8.528.

Psychic Scream: Increased this power's damage scale from 1.04 to 1.3, increased its recharge from 12 to 16 seconds and increased its endurance cost from 11.9 to 15.18.

Psionic Lance: Increased this power's damage scale from 2.76 to 3.56, increased its recharge from 12 to 20 seconds and increased its endurance cost from 14.4 to 18.51.

Psychic Shockwave: Decreased this power's damage scale from 1.96 to 1.21, increased its recharge from 10 seconds to 20 seconds, increased its endurance cost from 10.2 seconds to 18.51 and decreased its radius from 25 feet to 15 feet.

Thorny Assault

Thorny Darts: Increased this power's damage scale from .84 to 1.16, increased its recharge from 3 to 5 and increased its endurance cost from 4.37 to 6.032.

Skewer: Increased this power's damage scale from 1.64 to 1.96, increased its recharge from 8 to 10 and increased its endurance cost from 8.53 to 10.192.

Thorn Burst: Increased this power's damage scale from .9 to .95, increased its recharge from 3 to 5 and increased its endurance cost from 4.37 to 6.032.

Gravity Control

Lift: Increased this power's damage scale from .8 to 1.32.

Dimension Shift - Corrected missing visual effect

Masterminds

* Necromancy/Soul Extraction: This power should now accept Recharge Intensive Pet Invention Origin enhancements.
* Ninjas/Kuji In Zen: This power when used on your Genin henchmen will correctly display that these henchmen minions receive new shuriken powers instead of archery powers.
* Ninjas/Train Ninjas: This power when used on your Genin henchmen will correctly display that these henchmen minions receive new shuriken powers instead of archery powers.
* Protector Bot Seeker Drones no longer have any collision at all.

Night Widows

* Training/Smoke Grenade: This power no longer accepts accuracy enhancements as it no longer has a To-Hit check.
* Training / Smoke Grenade: This power will now auto-hit foes.

Stalkers

* Willpower / Heightened Senses: Activating Willpower / Heightened Senses while in Claws combat mode will now play the correct animation.
* Fixed a number of typos in the critical hit portion of Stalker combat chat text that stated that the user was dealing lethal damage.

Zones

* Cap au Diable - Fixed the bug where Deathsurge would not spawn after 100 gremlins were defeated.
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Result 8 of 10:
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 AuthorTopic: Tesla St. James (Read 5 times)
ozzymadeo
Team Allies
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Joined: Aug 2004
Gender: Male
Posts: 391
 Tesla St. James
« Result #8 on Jun 11, 2009, 1:38pm »
[Quote]

Known Aliases: Bannick Red, Bannick Moira, T S James

Bio: A general dislike for following rules as a youth lead a young Tesla St. James into a life of petty theft. It wasn't long before she caught the eyes of the Family. Brought into the fold by a man named Nicholas, Tesla learned from him swordsmanship and the ways of being a better thief. Over time she became one of the Family's best thieves and soon enough, one of its better assassins. Befriending Felicity Bane changed her life for the better and when Bane left the Family, so did Tesla. This, coupled with the death of Nicholas set Tesla down a wildly different path.

As a founding member of the Myrmidon Agency, Tesla found fame as the Agency's reputation grew. Tesla was never quite comfortable with the spotlight, preferring to stick to the background where her instincts told her to stay. Being in the spotlight usually only lead to tragedy, including two separate convictions of murder. While both were later overturned, both also lead to drastic changes in her life, physically, mentally and philosophically.

Having dealt with all the various powers both in Paragon and the Rogue Isles, Tesla has earned a reputation of a dependable sword to those in need of her services. She has settled back into the shadows, becoming now more of an urban legend amongst the super powered community. She is always the student, learning new techniques of stealth and blade where possible. Rumor has it she has once again taken up teaching. But in the shadows, these are only rumors.

Connections: Tesla sticks to fighting street level crime most of the time, however the quest to improve her skill leads her to take on larger challenges when presented to her, be it by circumstance or the powers that be of Paragon. She can be hard to find though if one needs her bad enough, she will hear.

Global handle: @ozzymadeo
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Result 9 of 10:
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 AuthorTopic: The Ouroboros Portal (Read 15 times)
FelicityBane
Administrator
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Joined: Aug 2004
Posts: 341
Location: Dallas, TX
 The Ouroboros Portal
« Result #9 on Jun 8, 2009, 2:26pm »
[Quote]

And, finally, that long-awaited wiki is up and running.

http://ouroportal.com/w/index.php/Main_Page

I've got a handful of pages going (you can find the character ones linked here: http://ouroportal.com/w/index.php/User:Ringwood ) and a page up for the DAF. Feel free to join and modify as necessary, and let's start getting our people up there!
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Result 10 of 10:
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 AuthorTopic: Paragon VICE Blog (Read 41 times)
FelicityBane
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Joined: Aug 2004
Posts: 341
Location: Dallas, TX
 Paragon VICE Blog
« Result #10 on Jun 5, 2009, 2:21pm »

UNDOCUMENTED: Ghosts in Kings Row
June 5, 2009

By Claire Carter

As one of the oldest neighborhoods in Paragon City, Kings Row enjoys as rich a history as any neighborhood in the United States.

One of its legends—dating back to at least the 17th century—is that of the “Kings Row Revenant,” which back then was called the “Smithport Spectre,” among other things. Depending on which source you follow, the Spectre was either an avenging Manitou of the Narraganset tribe or an actual flesh-and-blood vigilante.

The legend of the Revenant persisted through the centuries and continues to be told today, and the central questions—whether it is real or fictional, spiritual or flesh-and-blood—remain unanswered. The Paragon Police Department (PPD), headquartered in Kings Row, says “the activities designated to the Revenant are indistinct from mundane vigilantism and do not warrant investigation.” Occam’s Razor in action.

Most residents of Kings Row respectfully disagree. Everything from recent vigilante assaults on would-be rapists to the Kings Row Riot of 2004 have been attributed in full or in part to the Revenant, and as in the 17th century, the people repeating these tales can’t seem to decide if the Revenant is a real person (perhaps carrying on a legacy, or simply a copycat) or some kind of supernatural force.

“The Revenant’s making sure the sinners pay for their sins,” says noted neighborhood street preacher (and homeless man) Pastor Eddie. “I ain’t ready to say she’s the left hand of God, but maybe she’s acquainted with it.”

Eddie’s theory is a popular one among the poorer churchgoers in the neighborhood, but another aspect of his story also stands out: the almost universal belief that his version of the Kings Row Revenant is female. This was not always the case; in the 1970s, a locally-produced documentary interviewed several Kings Row residents who referred to the Revenant (who had taken to hanging drug dealers from power lines and fire escapes) as male.

All the same, the current “female Revenant” theory sticks, due in no small part to the stories of some would-be victims “she” has rescued.

“Absolutely a woman,” says Karen Grubbs, who lives near the King Garment Works factory. “And absolutely not human.”

But even Ms. Grubbs’ finality gets hazy, the deeper she gets into her encounter story. In her account to the police, Ms. Grubbs’ was pulled into an alley while she was walking home from work by two members of the Skulls gang. The two gang members intended to sexually assault her, but were stopped cold by the intrusion of a woman, garbed in high-tech armor from head to toe. This does not, Ms. Grubbs insists, mean her savior was just another vigilante.

“I’ve never seen anyone move like that. She was strong, she was quick, and she moved in ways people can’t move, like in those kung fu movies,” she says, referring to “wire-fighting” stunts seen in many martial arts movies. Ms. Grubbs says her savior then “just disappeared” without any trace.

Tales like hers are not uncommon. The PPD has six similar reports filed in the last three months, all from women saved from physical violence or sexual assault, and each time the victim is quick to call their savior the Revenant.

Of course, attribution is not the same thing as fact; the costumed savior never identifies herself.

Caught in the twilight zone between fact and myth, I turned to Felicity Bane, one of Kings Row’s most famous daughters. Ms. Bane is in the process of publishing her second book about popular myths in Paragon City, and devotes a chapter to the Revenant.

“The Revenant is Kings Row,” Ms. Bane says, quite seriously. “She is how the neighborhood perceives itself, and she becomes what the neighborhood needs her to be. For now, for whatever reason, the neighborhood needs her to be an avenging angel—and a woman.”

Ms. Bane referred me to the Roman concept of the genius loci, the protective spirit of a place. She said the original English pioneers of Smithport had it right with the word “Manitou,” which means roughly the same thing. She says it’s anyone’s guess why the Revenant has focused her attention on sexual predators.

Amelia Sands, another daughter of Kings Row and a licensed hero with a checkered past, has a more practical approach to the Revenant.

“Everyone who lives in the Row knows that the Revenant is real,” she says. “Could be a title passed down from one person to the next. Could be a title passed down from one spirit to the next.”

When asked about the possibility of copycats, Ms. Sands was equally pragmatic.

“If it’s copycats, does it matter? People still think it’s the Revenant,” she says. “It’s legend by now.”

« Last Edit: Jun 5, 2009, 2:24pm by FelicityBane »Link to Post - Back to Top  IP: Logged



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