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How Do Your Supers Fight?

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Halae
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How Do Your Supers Fight?

I recently watched something that piqued my interest, and I feel is worthy of discussion, since while the initial thing isn't a super hero story in itself, it does lead nicely into the topic I do want to talk about; how superheroes actually fight.

[url=https://i.imgur.com/i8U4cG6.mp4]Watch this seventeen second clip[/url]. It's a Sakuga (high end animation scene) taken from the 2003 anime Full Metal Alchemist, depicting a fight between the Homunculus Greed and the titular alchemist, Edward Elric. Now, a bit of information about the two here. Greed's ability is to cover himself in a diamond hard skin, the classic invulnerability power, and while covered he has claws (which he uses to good effect of course). He's a big guy, with good strength and stamina, possibly to the point of low-level super strength. Ed's ability is that he has a cybernetic arm and, if he puts his hands together, he can transmute materials he knows the composition of into something else. He's a short guy, quick, fifteen years old but in great shape and extremely intelligent.

The thing you'll note watching the clip is that both characters have a very particular combat style. Greed goes in heavy with powerful swings and aggressive movements. He knows that Ed is faster than he is, so he gets some distance to put into charge attacks, using the momentum to carry his blows - the axe kick near the beginning would have put Ed in the ground, and if any of the swipes of his claws hit he would have done serious damage. However, the idea behind invulnerable skin is that it protects the body, but shocks and concussive force can go through. Ed knows this attempts to disrupt Greed by going for the head, and is pushed away. Greed then overextends - normally, he doesn't have to worry too much about overextending because his invulnerability gives him the defense he lacks in that sort of position, but Ed plans for that, and kicks to the head again, disrupting him this time. the alchemist takes the opportunity to change Greed's skin to something less dense and uses the opportunity provided by the change to stab him the chest.

That's what I want to talk about here; the way that super powers affect combat styles. Think about the reasons why martial arts do the moves they do; they're all about either negating an incoming attack, delivering a blow, or working with a counter that was made against you. At the same time though, you get into someone with the class brute package (super strength and either regeneration or invulnerability) and the way they would have learned is completely different from a muggle - some dude with a knife is a serious threat to a normal person, but someone with invulnerability could shrug off a bullet, never mind a knife. they way they have to approach the knife fighter is completely - while the normal is dodging around looking for an opportunity, the super takes the hit to the stomach and shrugs it off, followed by punching the guy out with little fanfare. That lends itself to an extremely aggressive style of attack because the defensive portion of your combat ability is covered by your power. The same sort of tactics, however, don't work on another brute of equivalent strength, because they're strong enough to get through your invulnerability and actually hurt you, meaning you'd need to resort to typical martial arts in order to beat them.

In spite of this, there's still room for variance in combat style even among those with similar powers. Let's take a trio of Batman villains for instance - Croc, Grundy, and Bane. Ostensibly, they have the same ability; they're big, tough, and strong. The difference, however, comes down to their style. Croc fights like a beast; wild, dangerous swings that bring him in close where he can leverage his reach and power, and he's an excellent swimmer, meaning he's great at using the water to his advantage. His weakness, however, is that his fighting style is primal and instinctual - he relies too heavily on it, making him vulnerable to problems with his perception and general trickery, all of which Batman can pull off. Grundy, meanwhile, is dumb as a stump, but he's insanely hard to put down; he inevitably forces the confrontation to become a battle of attrition, and attrition is his specialty. Bane's a whole other ball game, though - he learned how to fight as a normal, small guy before he started using Venom to become a super. He's competent, a veteran of combat with people both larger and smaller than himself, and presses psychological buttons even as he fights on top of having mooks to help him.

It gets even more complex with the vagaries of particular powers. Aerokinesis, for example, negates the problems with an acrobatic, aerial combat style - that is, needing to get into the air and inability to maneuver while in the air - and allows much more extreme dodges on the part of the aerokinetic as he moves himself around. Anybody with a power that lets them feel through things can get some extreme utility out of using their extrasensory ability to predict movements and attacks from enemies.

This is also why "Preparation" superheroes, like batman, are so extremely potent, and why they're so rare. People with superpowers rely heavily on them for their fighting style, so disrupting those abilities inevitably disrupts large parts of their fighting style - the invulnerable guy is still going to overextend when he attacks because he didn't learn how not to, and that opens him up to a counteroffensive. However, prep supers are rare primarily because effect denial is hard when you have an enemy as variable as supers who also often choose to work in teams.

Well, that's my spiel; sort of got away from me, so sorry about that. The actual point of all this is because I wanted to ask - how do you imagine your supers fight? I love hearing about this sort of thing, and I'm curious.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

Fireheart
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No, I think I get this. My

No, I think I get this. My Main, an Inv/Energy Tanker, was supposed to use a speedy 'Boxing' style. In the middle of his life, the Devs changed the Animations for Energy Melee, and suddenly my precise, speedy 'Boxer' has most of his powers turned into big, slow, Looping attacks. He's left wide open, and a 'speedy boxer' type would have torn him apart, if not for the Invulnerability.

My hope is that, CoT's melee styles will let me return to the 'speedy Boxer' approach, regardless of what the ultimate 'numbers' of melee damage are.

Be Well!
Fireheart

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My Main Rotten Luck plays

My Main Rotten Luck plays dumb. Though he's skilled in tactics and strategic thinking. This is due to some combat he faced in the army, then later he was an underground fighter going by the name The Reaper. However he now a zombie/linch and knows the common perception of the undead is that they are dumb he uses this to his advantage. Often taking hits early in order to gain an understanding of a foes fight style before he kicks it up a notch, or baiting said foe, and of course guiding the fight to where he wants it to be.

Powersets was Street justice / Willpower brute.

His main weakness is the more damage he gets the less intelligence he has to work with. The magic keeping his body active is the same magic his brain uses to process thoughts. So as the magic is used to repair wounds there is less to use for thinking. At the same time as his thinking gets lowered his fight style changes to a more brutal savage means as instinct and hunger takes over.

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1.) Nothing goes as planned.
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Lothic
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Fireheart wrote:
Fireheart wrote:

My hope is that, CoT's melee styles will let me return to the 'speedy Boxer' approach, regardless of what the ultimate 'numbers' of melee damage are.

I guess depending on how many animation choices we'll have maybe we'll be able to define an overall "style" of fighting by choosing corresponding animations that tend to "fit" with each other across our entire set of available powers.

CoH player from April 25, 2004 to November 30, 2012
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I had a number of different

I had a number of different toons, but many of them were not per se trained fighters. The rad/rad defender, pictured at left, was a college professor who basically just irradiated people and blasted them. My fire blaster was a South American Aztec princess from along line of maternal succession ending in her inheriting the mantle of Fire Bird, which made her a sort of cross between Wonder Woman and Sofia Vergara. She was born with wings and considered herself above petty fisticuffs, but had some Energy Manipulation push attacks to keep the filthy mobs at arms length. My Demon Mastermind was a character from a Kids in the Hall sketch turned superhero, named Manservant Hecubus. He mostly summoned, directed, and buffed the demons he had. My Corrupter was a zombified sheriff from the old west name Johnny Ozark who had magic Navy Colt revolvers and a disfigured face. Sort of like Jonah Hex meets the Ghost Rider. He mostly shot stuff. My earth tanker was ex military, so he likely knew how to fight but was too old to really do it as well as he used to. His name was "The Mud Marine", he wore an army helmet, mirrored aviator glasses and a cigar at all times. I envisioned him as the Clint Eastwood character in Heartbreak Ridge, but with superpowers, and the rank of Major.

I can't really say how they fought, per se. I'm clearly not as knowledgeable as the original poster on that, as I never really thought about Batman like that.

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I tend to heavily favor

I tend to heavily favor ranged characters, so a lot of them are pretty "Eww get away from me!!!" That doesn't really leave much reason to bother with like, self defense training. If their options were "Learn to try and avoid attacks" and "Just don't get anywhere near the bad guy" they always took the latter.

There were exceptions of course.

My Time/fire defender had softcapped defense and fairly hefty s/l resistance (plus debuffs and heals) so he was utterly unconcerned with anything his enemies threw at him. What little damage managed to get through he just shrugged off and continued to merrily melt your face. (God he had so many toggles. hahaha)

My Fortunata was similar, but lacking in the self heals (beyond aid self) he was a good deal more judicious, selecting optimal positioning and locking down difficult targets before wading into the fray.

Even then, I think most of them would have been sitting ducks without their power to protect them. The Fortunata did at least have martial training (being a Widow base class and all) but even that was largely tied to his mental/precognitive powers, so it wouldn't have been something that could have helped him do much beyond "run away!"

I don't think I really had any characters who would have been in an ok spot without their powers. They were all Supermen. Well, I did have a Street Justice/WP scrapper (never got past the 20s, cause melee). He might have been alright.

Kiyori Anoyui
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Since my main(Kiyori) took

Since my main(Kiyori) took over a tech/weapon business from her father after he died, her fighting style can be compared to that of Syndrome from The Incredibles. She heavily relies on equipment and tech to fight. The weapons she uses aren't just regular guns though, they are elemental weapons(fire/ice/etc). I guess it would be best to classify as a vigilante rather than a hero. I would relate her personality to that of Luke Cage. She does what she feels is right, whether it is perceived to be "lawful" or not. She is a complicated character so that definitely affects the way she fights, some times she can go a bit too far but the memory of her father keeps her from crossing the line. She has an end goal that is built upon revenge, so she fights with a lot of passion.

As far as the actual combat is concerned, Kiyori is capable of hand to hand combat but it is not her strong suit; especially against villains with super strength. Due to this fact she likes to keep enemies at a distance. Though close quarter combat is not her specialty tech usually makes up for this, she has made armor that is nearly indestructible and gloves that can pack a punch to any baddie. Her main asset is agility, she has the natural skill of speed that allows her to avoid most hits and exit if she knows that the situation is grave. This all changes with team play though. Kiyori will fight to the end to save a team mate, doing whatever it took to not lose another person who she cared for. .

The Carnival of Light in the Phoenix Rising
"We never lose our demons, we only learn to live above them." - The Ancient One

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with nunchaku

with nunchaku

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

with nunchaku

Short and sweet, I like it!

Is your character more defensive or offensive? Can he tank hits or rely on evasion?

The Carnival of Light in the Phoenix Rising
"We never lose our demons, we only learn to live above them." - The Ancient One

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TheMightyPaladin
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Paladin is super strong,

Paladin is super strong, (able to lift about 2 tons) and uses a unique martial art style combining elements of Taekwondo, Aikido, Jeet Kune Do, and Praying Mantis Kung fu. He's not a kung fu master but a kung fu nerd. He practiced for fun long before he got his mutant powers.
He prefers to fight defensively, because he doesn't like getting hurt,
If his opponent has a weapon, Paladin's first move is always to disarm him
He uses counter throws and probes his opponents for weaknesses
He mostly attacks with kicks, while using his hands to block and counter, or to strike with his nunchaku. this helps keep his opponents at a comfortable distance, unless he's controlling them.
When he goes on offense he plays by different rules.
Since his martial arts skill is only passable he may go totally berserk, when he goes on offense, relying on strength and regeneration rather than skill.
In this situation he tends to grab, twist, and throw his opponents.
He once tackled an opponent throwing himself and his target out a window hoping to hurt his opponent more than himself. (It worked)
Paladin is also good at using his environment to his advantage, seeking anything he can use as a weapon. Once when he couldn't hurt an opponent, he got in a car and rammed him.

[b]So how does this translate to a game?[/b]
No video game I've ever played has come close to letting me use Paladin's style.
I usually just tank.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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My main Little Sister, see

My main Little Sister, see avatar pic, is a trained swordswoman which has it's roots in samurai bushido. However, it's been a very long time since that training left Japan and as such has evolved to incorporate more modern styles and movements. It also helps that she wields a magic blade that has some special properties that meld well with her personal mutation, healing blood, which allows her to convert blood cells into any useful flesh. Thus she can recover from grievous wounds and even loss of limbs by bleeding long enough. Through training she has used her blood to create denser stronger muscles bones and connective tissue. This gives her the power to be a serious fighter on her own. However, the blade can use the same blood to harden and heal itself to razor sharp. Excess blood is turned into energy that can be channeled into attacks. It's basically a vampire. But like a vampire it has preferences bleeding a goat would not give it the same power as cutting a human. The blade in any other wielder's hands would require substantial sacrifice by the user or on the users behalf to give it great power. Little Sister can give her own blood to the blade and not risk serious injury.

Given all that how does she fight? She moves quickly and avoids attacks. She could take a few blows and recover without issue but why waste the energy on healing when she could give a little blood to the blade and do a lot more damage. Most samurai would keep the sharp end away from their bodies but she takes a different approach as knicking herself with the blade is not terrible or even undesirable. and I'm out of time today. TBC?

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Little Sister's Sword reminds

Little Sister's Sword reminds me of Kisame's sword: Samehada from Naruto

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"We never lose our demons, we only learn to live above them." - The Ancient One

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Dis gon b a long coment ;p

Dis gon b a long coment ;p

NNekoNNin has a long history of using surprise attacks to open up engagements with, and to this day thinks his battles through before he wages them. In combat, he combines martial arts with his own superhuman power to rush into battle and deliver an ungodly amount of punishment up close. When engaging targets at a distance, he uses specialized shurikens that can produce AoE and chain-hit effects to devastate anyone out of his reach. He usually fights offensively, having little need for defense when he moves at untrackable speeds, but will opt for parrying and dodging attacks if encountering an opponent who can keep up with him and breach his armor.

LLabanTTselel isn't any tankier than NNekoNNin, but he's not fast enough to simply rely on pure agility to avoid attacks. Instead, he uses tactical thinking in tandem with his unpredictable nature to confuse and outwit the enemy. Coupled with his own nefarious aura of "white shadows," this allows him to get creative as he navigates the battlefield, getting in close where his aura is densest so he can impale people on his 2-foot claws and consume them with his cloud of corrosive particles. LLaban is an offensive fighter, keeping his opponents on their heels with his white shadows, but can use his abilities defensively against more resilient enemies.

AAlbusUUmbra is capable of holding his own in melee and at a distance, but prefers keeping his distance so he can sharpen his psychic powers. The more he tunes in to the supernatural world, the better he becomes at harnessing it, and so to become stronger he stays back and lets his powers do the talking. In melee combat, he combines his ESP, cybernetics, and peerless martial arts to hold his own against supers that are physically much more powerful than he is, but he seldom settles for entering the fray unless compelled to. His fighting style most often relies on hitting hard and not getting hit, but he is also extraordinarily effective at parrying attacks, to the point of deflecting bullets and energy blasts off of his durable cybernetics.

Zeds uses shadow-bending and necromancy to bring death to those out of his reach, and relies on a sword and suit of armor made of dark energy to fight in melee combat. Being immortal and capable of reviving with impunity, Zeds engages enemies offensively. Historically, he liked to show off and use only as much of his power as he needed to defeat his enemies with, but he has since adapted to throw everything he has at his enemies after dealing with NNekoNNin for many, many years.

Aaron Steele is a greataxe-wielding juggernaut who can manipulate gravity to (literally) crush his enemies and create "void soldiers," which he employs to hamper opponents while he closes in to take out key targets. Though starting combat at a distance, Aaron is liable to enter the fray soon after combat begins, shrugging off hits behind his heavy armor as he goes on the offense with his enormous axe.

AArbmuSSubla summons demons, utters maledictions, shoots hellfire, and brandishes a giant scythe in combat. He has a lust for blood and wades into the fray without hesitation as soon as a fight breaks out, his neverending posse of demons baying behind him. AArbmu fights very offensively, like a crazed lunatic, relying on his unholy might and supernatural durability as he brings his scythe down on anyone foolhardy enough to not flee in terror, all the while cursing his opponents and flinging blue-hot fire at anyone who does flee in terror.

Kin'iroSora fights similarly to NNekoNNin, but uses different weapons that have been referred to as "glaives" instead of pimped-out shurikens and supernaturally durable claws.

ShachֹrOr is a clever fighter who prefers to disable enemies with her biokinetic powers before she closes in on her enemies. (or alternatively, pelts them with thorny projectiles, sics biological horrors on them, or watches them succumb to her initial attacks) She relies heavily on her biokinesis to do all of her dirty work, and she knows how to employ it for maximum effect. Overall, she starts off fighting defensively in a bid to eventually cripple her targets, then she moves in on the offensive.

Nachtschatten prefers to rely on traps and ambushes to take her enemies down. In a straight fight she relies on her military combat training, fighting blades, and superhuman senses to get up close and overwhelm her foes with a mix of offensive and defensive techniques.

AAgimundrSStaalsol likes getting up close and personal with his swordstaff, and so do all the clones he makes of himself. He heavily relies on his powers to survive particularly vicious battles, but has a thousand years of fighting experience to make up for it in the event he should somehow lose his abilities. He has a fairly balanced fighting style, bending space and time to help recover from any mistakes he makes in combat, although he will still be out of the fight for awhile if he receives a mortal injury.

AAnihilusSStaalsol is also a juggernaut, charging into the fray with hir rocket hammer and blowing hir enemies up with white-hot fireballs. Sie relies on hir gadgets and abilities to fight, so taking those away will severely impair hir ability to fight, but a good century of fighting demons has taught hir a lot about hand-to-hand combat. Sie fights well up close, but can do a load of damage from afar with hir magic if pressured to.

PPhobos uses an arsenal of spells and floating armaments to sow chaos throughout the ranks of those that oppose him. He is naturally inclined to favor ranged combat, but maintains enough of a tank to engage in melee combat to some capacity. When fighting in melee combat, his claws and fangs allow him to hold out even without his flying weapons to sink their blades into his enemies' flesh. He fights offensively at a distance, relying on the shields in his floating arsenal for protection, and fights very defensively in melee combat until he has a proper opening.

DDeimos is a hardy brute with a giant axe to grind. He sprints headlong into melee combat, fighting aggressively as he uses the reach of his great battleaxe to cleave clean through anyone who gets in his way before they can even lash out at him. He flat-out ignores any damage done to him when fighting, his wounds healing over the course of the fight as he swings his pendulous weapon through a myriad of panicking foes.

AAstroAArtiglio has heavy powered armor, a seemingly-unbreakable stride, and what amounts to an automatic grapeshot cannon cradled in his arms. He prefers ranged combat, often blitzing his way toward the enemy so more his machine-puntgun's shells can hit his primary target. When entering melee combat, AAstro maintains his offensive tactics by sweeping his bayonet clean through enemies, swiping them off their feet with his long armored claws, and punching enormous holes in them at point-blank range with his signature weapon. He relies on his heavy armor to protect him from damage, absorbing attacks mid-swing and carrying through without so much as flinching.

XXalRRaj uses summoned Daedra to engage the opponent at a distance, alongside an arsenal of wicked throwing weapons. If he cannot hold his enemies off from a distance, he will enter melee combat without a second thought. XXal relies on his regeneration to resist incoming attacks, and relies on his own enormous strength to demolish anyone who thinks they can simply block (or God forbid, no-sell) his attacks. Suffice it to say, he is an offensive fighter.

SSoleilRRoi keeps his distance at all times, relying on his robots to set up an insurmountable firing line while he adds to the firepower with his own signature weapon. SSoleil fights evasively, using his superhuman reflexes and maneuverability to escape return-fire and dodge attacks while firing an endless torrent of lead out of that bullet hose he calls a machine gun.

LLuneRRoi utilizes stealth and subterfuge before opening up an attack on someone. He shoots his opponents down from a good distance away, seemingly disappearing before he can be pinned down. As he fights, the ethereal aura surrounding him reaches out and raises the dead, giving him some mooks to throw at his enemies while he slips into the shadows and periodically opens fire with that autocannon he calls a machine gun.

ZZyanidBBlut does not possess a lot of magical powers or ranged weapons, and so relies on melee combat to fight. His superhuman physique ensures he can keep other supers on their heels, which combined with his blazing whip and corrosive liquid-spewing mace makes him a very dangerous opponent. He can rely on his incredibly toxic and flammable blood gases to punish those who manage to injure him, which coupled with his healing factor means that he can afford to get aggressive with his attacks.

NNovaSScythe has both melee weapons and ranged spells that he can use to fight with, and employs both in equal measure. He is a well-rounded combatant who employs an even mix of offense and defense to fight opponents with, but in his dracopyre form he is savage and feral- he will go straight to melee combat, and he will rip the crap out of anything that moves with supernaturally tough natural weapons and an aura of elemental shadow.

Argatha Ori is primarily a ranged fighter, utilizing the powers of shadow to weave offensive spells and maledictions while cloaking herself in darkness to avoid the worst of her opponents' attacks. She is mostly an evasive fighter, avoiding taking any damage as she takes potshots at her foes.

Dur'Vel uses magical songs and sound-based attacks to bolster his allies and cripple his enemies, all the while evading incoming attacks and avoiding getting cornered if at all possible. When his back is to a wall, however, Dur'Vel makes use of a rapier and a defender to spar with his opponents. He is well-trained in swordfighting and swashbuckling, which coupled with his sonic attacks makes him a very versatile fighter, but in any case his first priority is dodging and parrying incoming attacks.

Steel Reaper uses his jetpack to stay out of his opponents' reach, picking foes off with his arsenal of firearms and explosives as his robots distract them. He has some melee fighting experience, but he is a marksman first and a brawler second. He prefers to fight defensively, using his personal army of surprisingly well-equipped scrapbots to protect him while he fulfills the more tactical/strategic roles of whatever situation he finds himself in.

The Anomaly is a ranged fighter who uses a ballista-sized enchanted longbow to send subsonic bolts of pure destruction hurtling into her foes with startling accuracy. She relies on summoned Daedra to keep her enemies at bay, but if her longbow can't pick off all the foes closing in on her then she relies on magic to nuke her targets. Overall, she is an offensive fighter whose ranks of Daedra ensure that she is well-defended so she can focus on picking off the most troublesome opponents.

Nostik Maltafax focuses on summoning magical beasts to keep enemies at bay while he casts powerful spells that rain destruction down upon his foes. A ranged fighter at heart, Nostik is experienced enough to know to stay away from the fray, and excels at keeping the fray away with his summoned beasts.

Igantia Staalsol is an archetypal spellsword- sie uses magical lightning and a flamberge to combat her enemies with, which coupled with a robust shield generator and a carbyne-plated skinsuit lets her hold her own both up close and at a distance. In addition to being equally effective in melee and ranged combat, sie is also equally effective at attacking and defending, and is well-known for her ability to avoid the worst of her opponents' attacks while managing to disarm, maim, or even outright kill them a second later. Overall, a well-balanced fighting style.

Cogrocket relies on her high-caliber handguns to partake in gun-fu with her enemies at any range, although she prefers to hang back and direct her band of mercenaries while taking potshots at her enemies from afar. Her armor is resilient and her inventive nature allows her to come up with battle plans on the fly. She is a rowdy fighter, and is no stranger to an aggressive bout of gunslinging, but she maintains a degree of caution so she doesn't become an easy target for anyone while she's out doing her thing.

Astruregină is a mid-to-long-range fighter who, unlike her mentor SSoleilRRoi, relies on crippling her foes instead of simply evading them. Suffice it to say, she's a more offensive fighter. With her arsenal of nanite-released chemical agents, she can make anyone who gets too close wish they had stayed clear of her, as it is excellent for locking down and neutralizing both man and machine- the poisons incapacitating men and the nanites crippling machines. After the enemy has either fallen to their knees or fallen back, Astru picks them off with her laser cannon, eliminating her targets by the bushel.

Jiàntou Biāo is a superhuman like ZZyanidBBlut, and heavily relies on her newfound agility to rapidly snap off arrows and nimbly dodge her opponents. Her superhuman strength allows her to pull obscene draw weights, and even if her elven crystal bow isn't as heavy as the Anomaly's, it can still pack a nasty wallop. Jiàntou is primarily a ranged combatant who utilizes speed and agility for defensive measures while utilizing snap-shots and specialized arrows to supplement her bow's impressive offensive potential.

Erica Paola expertly wields a large energy blade with unnatural strength, having the same dracopyric blood flowing through her veins as NNovaSScythe. She uses various gadgets to provide a tactical advantage for her as she storms the battlefield, making her a very effective CQC specialist. Her fighting style could best be described as offensive, yet methodical as she uses her devices as well as the environment to grant her a tactical advantage while she is busy giving her enemies the wetwork in melee combat. In her dracopyre form, she fights pretty much the same as NNova does.

Biirathil is, like Jiàntou Biāo and the Anomaly, an archer who specializes in long-ranged combat. Biirathil is capable of communing with nature, charming animals into helping her by either serving as mooks to attack her foes with, scouting out an area, or even providing logistical support. ("Donkey! Get over here and carry this refrigerator!") In addition, she makes use of an enchanted longbow to strike foes with unerring accuracy. It's not as hard-hitting as the Anomaly's bow or as quickly-fired as Jiàntou's bow, but the arrows seem to always find their target. Biirathil is an insightful fighter, taking into account the environment and strategically making use of her charmed minions to carefully carry out attacks against much tougher opponents. Even if she was to be cornered, Biirathil has a knack for worming her way out of a tight spot, finding another safe spot, and going back to sniping her enemies. Overall, a long-ranged defensive fighter.

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[url=http://cityoftitans.com/forum/toon-profiles-nnekonnin-llabanttselel-aalbusuumbra-aagimundr-sstaalsol-and-doctor]My original character profiles![/url]
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