Character Abilities You're Tired Of

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Raeshkae

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Sep 5, 2012
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Is this just relegated to annoying character abilities? Can we add the CoD style infinite spawning dudes unless you pass a waypoint that makes them stop spawning?
 

DoPo

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Jan 30, 2012
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thesilentman said:
I just wanna see powers used creatively. And using some interesting powers. Come on, why don't we have a character[footnote]In any medium[/footnote] that has control over the elements in the Periodic Table of Elements. Or someone who channels quantum physics?
I think that's called "magic". But if you really and literally want a character from wherever who controls the periodic table and so on, I'd advise you to go with Mage: the Ascension - the PnP RPG from White Wolf. Yeah, it's magic but the Sons of Ether literally control the periodic table. They are the mad scientists who aren't even completely aware that they aren't doing "proper" science but some sort of pseudoscience that just twists the Universe's arm into accepting it working. Metaphorically speaking.

Here, have a sample of their "spells" (never call them that in a presence of an Etherite, though, the are making Science!)

Temporary Inducement of Detangible State

Prime : 2

Another basic effect, this involves running an electric current of the proper frequency through any solid object, thus temporarily disrupting the object's tangible matrix, which in laymen's terms means making it desolidified briefly. The most common use of this effect is to allow a Son to escape imprisonment (a distressingly common situation). Thus Doctor Pangaea recommends to all the students in his Practical Science 101 course that they carry a hidden battery on their persons at all times for just such emergencies.

More Power, Scotty!

Forces : 2
Matter : 3

Extremely popular among the Sons of Ether, this rote comes into play during experiments in which more power is required than the ability of the source to provide it. (did anyone understand that sentence?) This quite often allows the SoE to retry a "failed" experiment. The effect of this rote is twofold: it increases the power provided from a source (i.e., forwards more electricity from a city's power grid to mage's experiment (which could have adverse effects on the rest of the city...)), and doubles the capacity of the transferring source (the carrier cable) to handle it safely. This being primarily an SoE rote, there is, of course, a catch... an even number of successes doubles (x2 for each pair of successes) both the effects , as outlines above (the effect is exponential). However, an odd success will increase only the amount of power provided. (example: Dr. Emerison needs more power to reanimate the body of his third wife. The experiment is not going as expected, so he does the natural thing and... adds more power! He casts the rote, and gets 5 successes. The first pair of successes gives him x2 the amount of power to the system and x2 the ability of his OmegaLifeATron to handle it, the second pair gives him a total of x4/x4, but the odd last success gives him only x8 the power, causing the city to go into a brown-out, and the OmegaLifeATron to begin a core meltdown . It's fun!

The Inertia Bomb

Forces : 3

Yet another creation of Professor Prion, this device converts motive energy into inertia, thus making movement impossible within the bomb's area for the duration of the effect. Among the bomb's various peculiar effects, falling objects are frozen in place.


Quantum Temporal Travel
Correspondence 3 or 4, Entropy 4, Time 3 or 5

The introduction of quantum mechanics has solved many of the lethal problems of time travel. By tunneling through to alternate universes, Sons of Ether can travel into the past without suffering an instant visit from an annoying Paradox pest. It's still vulgar and less potentially useful than traveling to the "true" past, present and future. Going to an alternate past cannot change the true present, and fantastic technology retrieved from alternate futures tends to fail to Unbelief. Still, visiting an alternate universe has its uses. Utopians visit the grand futures and idyllic pasts that might have been, or sneak into dystopias to learn harsh lessons about the price of failure. Ethernauts explore these universes out of sheer curiosity, dividing their time between strange alternate universes and those barely different from the "baseline" World of Darkness.

Controlled wormholes in the space-time continuum are created with high-energy particle beams, special electromagnetic fields, locating twists in the Odyllic flow and, in some cases, psychedelic drugs.

Also, you can look at the fan made Genius: the Transgression [https://sites.google.com/site/moochava/genius] which is pretty much playing Sons of Ether mad scientists exclusively.
 

debtcollector

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Jan 31, 2012
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Double jumping. It honestly breaks immersion for me when the character I control rebounds off the air. A single jump with variable heights depending on how long you press the button makes more sense.
 

I.Muir

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Jun 26, 2008
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Meaningless good and bad systems
Stun locking
The ability to look down iron sights without going mad
 

beastro

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Jan 6, 2012
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1) Evil kinds of magic, especially ones which are heavily demonized in the games lore being acceptable to the game word when they don't play a part in the plot.

Blood magic evil you say? Make a deal with a devil in Dragon Age, become one, make your party members, especially those who hate it Blood Mages as well = nothing said.

Reminds me of how novel that made older games, like Everquest) (most of all early in the games history) where if you were a Necromancer, Shadowknight or other evil race large swaths of the world were hard to get to and enjoy because you were killed on site and any local bankers refused to give you their services. The continent of Faydwer was all good so you needed a porting class to take back to evil lands to let you sell and bank.

On the other side being good was also an inconvenience, but slightly less so, but was mitigated due tot he fact that the best early dungeons were in evil lands. That became such a huge issue with the Sullon Zek server that the Evil faction dominated the game through the servers entire life.

They made this go to the extreme with the Iksar race where you were KOS to every other city outside of your continent unless you spent a massive amount of time working up faction, and even then, that was only an option open to a few of the classes available to Iksars.

2) Area of effect abilities, most of all magic ones since it's so over represented within most games abilities list which leads to casters becoming the OP class/build.

3) Stunlocking since it and AoEs just play into making game player faster and thus less tactical.

The_Waspman said:
Beyond that, I really like the inherent idea behind the element-combining. Rather, I was having issues with the gameplay itself; maybe it's a learning-curve thing, I don't know. Did you notice any of that, or was it just me?
The_Waspman said:
I do get a bit sick of the rouge/warrior/mage dynamic in games. Especially if the game locks you into one of them. That was one thing that really irked me in Dragon Age, how in almost all of the origin stories there would be locked chests, which was kinda the games way of telling you 'you must play a rogue'.
All it says to me is "I must edit the console to eliminate this inane inconvenience".

Lock picking should be the speciality of a rogue-type, but it should be just that: Something they're really good at doing, not something other people are unable to do.
 

Yokillernick

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May 11, 2012
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sanquin said:
But I hardly see any games that have half-decent unarmed combat implemented apart from specific martial arts games.
My friend if you want more than decent martial arts combat just get Sleeping Dogs. It combines this Batman Arkham City like combat to a third person open world game. Oh and by the way yes you can slow down time by jumping over objects while having a gun out but yhat's optional.
 

HDi

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Aug 23, 2010
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thesilentman said:
Come on, why don't we have a character that has control over the elements in the Periodic Table of Elements.
heh - Breaking Bad: The ActionRPG.

You play as Walter H White, a highschool chemistry teacher stuck in a rut of mediocrity and underachievment. You gradually progress through levels taking out minor league meth dealers and using applied chemistry to complete missions including body diposal and methylamine theft. Chemotherapy powerups let you trade health for recklessness and luck.

After defeating the first boss 'Tuco', you are granted the PorkPie, a hat that transforms Walt into the great 'Heisenberg', granting you perks like 'GravelThroat', a skill that turns any sentence into an intimidating one-liner capable of bending NPC's to your will; and 'The McGyver' which allows you the ability to complete extraordinarily difficult tasks using simple household items. Also, as Heisenberg you can upgrade your AOE attack from phosphine gas to fulminated mercury and then in the final stages, homemade car-bombs as you progress from taking out low level criminals to mid level distributors and onto cartel Dons and Kingpins.
 

Friendly Lich

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Feb 15, 2012
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ability to somehow not be able to use certain windows and doors and be unable to fathom busted down a door.
 

Mirroga

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Jun 6, 2009
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debtcollector said:
Double jumping. It honestly breaks immersion for me when the character I control rebounds off the air. A single jump with variable heights depending on how long you press the button makes more sense.
Wow, I can't believe I forgot about that one. I would've actually tried justifying the double jumps in platforms, but the best platformers I played are Super Meat Boy and Uncharted 2.
 

linkblade91

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Dec 2, 2009
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Raeshkae said:
Is this just relegated to annoying character abilities? Can we add the CoD style infinite spawning dudes unless you pass a waypoint that makes them stop spawning?
I kind of meant it to be focused around character abilities, yeah. Sometimes the powers granted to the player leak into over-arching gameplay elements, but I was trying to be more specific. Otherwise this thread would probably derail pretty quickly lol

But I will agree that CoD's respawn tactic is really annoying, especially on higher difficulties like Veteran.

debtcollector said:
Double jumping. It honestly breaks immersion for me when the character I control rebounds off the air. A single jump with variable heights depending on how long you press the button makes more sense.
I despise double-jumping. It makes me mad every time I see it. The only time I've ever accepted double-jumping was in Mechwarrior, or other giant-robot games, 'cause at the very least it can be described as:

Jump #1: Physical kickoff from the ground with the mech's legs
Jump #2: Propulsion-assisted "Jump Jets", a quick-fire jet-pack for additional air time

Then it's not so much rebounding off the air as it is waiting till you're at the height of your real jump to activate your thruster pack. Such reasoning is why I let it slide in the new Transformer games, like Fall of Cybertron, because it could be explained as such (I think you can even see the the little flame jets coming out of their feet when you double-jump, if I recall correctly).
 

sanquin

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Jun 8, 2011
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yokillernick said:
My friend if you want more than decent martial arts combat just get Sleeping Dogs. It combines this Batman Arkham City like combat to a third person open world game. Oh and by the way yes you can slow down time by jumping over objects while having a gun out but yhat's optional.
I was more looking for an rpg with decent martial arts. :p