Episode I – in a MMO not that far away
Hi everyone ! Mordykus here. I've been looking to write such an article about character creation for a while, but never really found the time or the motivation. Now, I finally got the inspiration to give you my first (and hopefully, not the last) view on the topic. And what better start than Star Wars, with the release of the 7th episode in every theater around ?
First, let me make one thing clear. I will NOT give you complete efficient builds with level progression and detailed explanation about why this power is better than that one. Other people do a better job than I would on this (check Kenpo and Bluhman guides on the web). This is purely theme-oriented guide : costume choices, colors, and global powersets.
Star Wars has been a major influence on science-fiction since its debut, and Champions Online gives us multiple options to create our own galactic heroes (in the limitations of copyright infringment) with tech pieces, sets, and several archetypes to pick powers from. I won't pretend I'm a hardcore Star Wars fan as I am not, and I don't know the full extend of every race, culture, or else that the SW universe gave us with the dozens of books, video games, pen-and-paper games, and series. Just remember that the SW universe is very, very large. This means that we all can create something new and pretend it fits the theme as a new alien race. The key to creation in Champions Online is (almost) compelte freedom. My tips in this guide will try to fit the main tropes, though, to make it easier for everyone to understand.
ARCHETYPES
Not all of us can afford to put money into the game, that's a fact. Silver players are, unfortunately (no pun intended), limited to free Archetypes and base costume pieces, which is already quite a large choice to pick from.
How do the F2P Archetypes fit into the Star Wars theme ? Let's take a closer look.
The Behemoth
Most of the main characters in Star Wars use weapons, which would make the Behemoth quite a hard Archetype for any of them. However, the SWU has plenty of savage alien creatures on hundred of planets, and one of these races could be defined as Behemoth-like. I'd think about the Rancor or other big beefy animals rampaging a lane of rebels/stormtroopers. Just add one or two pieces of discreet tech, like a control collar/bracers, to make it better. Play with proportions when you create your beast (longer arms, shorter legs, bestial standing), and keep in mind that it will use his fists as main weapons. This is, in short, alien gorilla from outer space.
The Blade
Probably one of the easiest Archetype to use for a SW Knightesque character, though the Bleeding mechanics tend to make it look a bit too « gore ». Simply put, use any of the tech-looking weapon – the energy sword variants are nice and can be colored (see Colors). Notice that Jedi and Sith aren't the only ones using swords, and you can find vibroswords among smugglers and droids.
The Glacier
Much like the Behemoth, but with Ice. It makes it even harder to find a reason to use it on the theme. Maybe a powerful character suceeded in using the Force after years of training on Hoth, and can now manipulate ice ? But outside of Canada, there's no real place in Champions Online to find ice and frost to manipulate, not even RenCen in winter.
The Grimoire
The explanation for the nature of the Force has been kept a mystery for years (and don't tell me about midi-chlorians). For our low-tech civilization, it could be considered magic and wizardry, so the Grimoire isn't completely off the charts. A Sith cultist, for example, could be a nice Grimoire if he was into ritual stuff and support role.
The Inferno
I cannot think of any realistic reason to see an Inferno in the SWU. But that may just be the limits of my imagination. If one guy mastered Ice on Hoth, couldn't he do the same with lava on Mustafar ? Considering Fire is an agressive powerset, it will probably not be fitted for a Jedi character. Sith, on the other hand, would like Fire as an embodiment of their destructive rage.
The Marksman
In a galaxy full of lightsabers and blaster rifles, the bow and arrows struggle to find a place. With that being said, less-advanced cultures could pick the arrows to hunt their preys, being monstruous creatures or people. The Nightsisters were known to use bows too.
The Mind
The Force allows to control weak minds, and that's exactly what the Mind does. For Light side, go for heal/support role as a Jedi elder. For Dark side, use the heal for yourself and unleash nightmares on your enemies as a loyal servant of the Sith religion. On a personal note, I'd advise against the use of support Archetypes for a solo player, because it could be hard to clean missions without help, but I can be wrong.
The Radiant
The Radiant build is, both from its nature and its powers, better fitted to Jedi healers. Not much to add here, except that these guys probably don't use armor at all, and are all into long robes, like monks.
The Soldier
With thousands of troopers killing each other on every planet, it could have been the best Archetype to use... But it's not because they use AMMO. Who needs bullets when one can have awesome laser blasts ? If you don't mind the bullets, the Soldier is still a nice Ranged DPS Archetype to pick, and it's quite easy to come with a cool trooper costume. Just use light armor and tech rifles/guns, and maybe a full helmet with a visor if you like the Mandalorian look.
The Unleashed
If there was one Archetype to pick for Star Wars theme, it would be it. Hell, Cryptic never hid the fact that it IS Star Wars remade for Champions Online : it came out at the same time SW:TOR did. The nice combination of Double Blades and Force (ha!) allows you to go on the Jedi Sentinel or Sith Warrior path, if you're familiar with the SW:TOR DPS classes. Jedi would be a bit easier if you don't have access to power-coloring options, because your Force will still be light blue and thus, more Jedi-ish. And Sith are more into lightning when it comes to Force attacks.
The Premium Archetypes offer new nice options for Gold players.
The Devastator
See it as the Blade big badass brother. Bigger guy with a bigger sword. Sadly, no energy sword for this one, but Mecha swords look like giant vibroswords, and they sure make things vibrate when they crush the ground all around you.
The Disciple
I guess the Disciple could be such a powerful Jedi/Sith that he can uses the Force to create his/her own weapons. Lightsabers ? That's for kids and fat nerds in their mom's basement. It looks better if you can color the powers to suit your taste, Light or Dark.
The Fist
As I learnt recently, the SWU does have an unarmed combat style known as Teräs Käsi (because everything is awesome with umlaut, ask Motörhead). Story-wise, it was created by refugees of the planet Palawa after their homeland was destroyed because of the Jedi Council. The Followers of Palawa learnt to close their minds to Force users, and fight lightsabers with their bare hands. So, it pretty much justifies the Fist as a SWU fitted Archetype. Fun fact : Darth Maul used Teräs Käsi.
The Impulse
Here comes the pure Force user. This is self-explanatory here, so not much to add. A pure Force user is probably an elder who has spent years of training and meditation to reach a state that doesn't require lightsabers anymore.
The Inventor
Gadgets and electronic stuff, now we're talking. Imperial officers and bounty hunters are a few example of good Inventors, with Drones and Bots as Droid Probes.
The Invincible
The Mecha-oriented Archetype will mostly appeal to battle droids. To my knowledge, it's a nice Archetype on its own as far as gameplay goes, able to deal and take nice amounts of damage. I can see Boba Fett being a little bit of this, too.
The Master
Whereas the Fist is the DPS Unarmed type, the Master is the Tank Unarmed. This is the only real difference we have here, so everything I've said about the Fist fits here.
The Mountain
Much like the Behemoth, the Mountain is a better use for big savage creatures throwing rocks to things they wanna crush. The Earth powers only means these creatures are probably from a cave or a rocky/sandy place (Tatooine ?).
The Night Avenger
The Stealth mechanics from Night Warrior is so op in solo PvE... The Night Avenger is the Archetype-to-go for urban assassins. I'm not too sure about fully invisible powers in the SWU (do they have Yautjas ?) but the power progression looks nice enough to make something out of it.
The Savage
Unarmed savaged predator alien species. Though most of them have learnt to use clothes and weapons, some still like to get their claws dirty with enemy's blood. At least, I know Broonmark does in SW:TOR. Make sure your character actually has claws, and maybe fangs if going with Bite.
The Scourge/The Cursed
The evil twins of Champions Online, a.k.a. definitely not Spawn and Ghost Rider, are definitely Sith lords. Ghostly green/bloody red powers ? Check. Poisonous debuffs ? Check. Anything other than Sith would be hard to explain.
The Specialist
Deadpool may be awesome to many of his fans, but he still uses ammo. Same problem as the Soldier. If you focus on the Blade powers, you can have a hybrid Jedi/smuggler, which is exactly what Kanan Jarrus is in Star Wars Rebels. But without the Force.
The Squall
Force and Wind are quite similar : (mostly) non-lethal powers that push the enemies away. If Force is not your stuff, maybe Wind can be a replacement.
The Tempest
Electricity was made famous by Palpatine himself in Return of the Jedi, and after/before in Revenge of the Sith. It has become a staple for Sith characters in a lot of video games. If you can have a dark hooded guy as a Tempest, you got it right. Colors for the lightning are dark-blue/purple-ish red, creepy green can be accepted too. Interestingly, some droids may be able to use arc generators to attack with electricty as well, it's just not the Force.
The Void
Pure Sith may prefer Darkness over Electricity. They embraced the full nature of the Dark Side and understand it better than anyone else. A nice Archetype to choose, as the Darkness powerset is famous for being able to clean areas in a short time thanks to Shadow Embrace, and maintain a good health sustain with lifeleech abilities.
POWERSETS
This is an extension of everything that has been said with Archetypes.
Force : two main paths here, the DPS Blaster and the Tank/support Bubble Spammer. Both can be accepted as valuable Jedi powers.
Fire : nice straight-forward damage, hard explanation to come up with to fit with the theme.
Ice : same as Fire, but with the choice to go for the tanky Ice constructs, or the burst powers like the new Icicle Spear.
Wind : « weaker » Force. You might as well go for Force.
Electricity : go for it, Sith Sorcerers !
Archery : a tech archer can find his/her way into the SWU, but it kinda lacks damage and the cool factor. But feel free to try a new Jedi Master using a lightbow !
Gadgeteering : THERE IT IS, LASER BLAST ! The Particle Rifle EB and the Pulse Beam Rifle are everything we could ask for to play troopers on the battlefield like a game of Star Wars Battlefront. You also have access to support droids, electronic stuff... It's versatile and gives plenty of options for anyone who wants to play a nice tech character.
Munitions : if you have Freeforms and want a Ranged DPS SW character, why bother with ammo ? Come back later for Matrix month, damnit.
Power Armor : Gold players are rewarded by the ability to use (drumrolls) laser swords ! Visually and mechanically, these are THE lightsabers Single and Dual Blades wish they were. Nice particle damage, with a focus on combos that can be seen as one of many Martial Art forms from the SWU. Careful though, it's pretty expensive on energy. Of course, the classical ranged PA powers are there too, with packs of missiles for battledroids lovers and Boba Fett wannabes.
Single Blade : a good powerset to use if you focus on lightsaber duels, and it looks more dynamic than the Laser Knight powers. The Martial Arts tree also has the four Martial forms, and the infamous Masterful Dodge/Bountiful Chi Resurgence combo.
Dual Blades : same as Single Blade, but everything looks better with two swords instead of one. Asajj Ventress probably knew that. Dual Blades is made for AoE whereas Single Blade is for single target burst, so it's up to your own preferences.
Fighting Claws : I'd use this for war-hungry alien species and assassins. If you combine it with the Gadgeteering powerset as a Freeform upgraded Night Avenger type, it definitely can be good.
Unarmed : Teräs Käsi. All you need to know.
Telepathy : « these are not the droids you're looking for ».
Telekinesis : moving objects with one's own mind ? If that's not Force-like, I don't know what is. On the other hand, I've always felt this powerset would look better on one of the Lantern Corps.
Might : savage monsters are common in the SWU. They knock things up and get bigger. It can be fun to roleplay as one of these.
Heavy Weapon : some people in the SWU actually can't use lightsabers (who knew ?) so they compensate with big badass vibroswords/vibroaxes/vibromaces/etc.
Earth : er... maybe if we could have serpent body as legs and non-human looks ? You want to play a Sarlacc ?
Celestial : a Jedi ghost from the Force could use Celestial, I guess. But they're not supposed to interact with the physical world, do they ? Jedi will like Celestial if they want to hurt baddies and heal buddies.
Darkness : if Celestial is CO's Light side, Darkness... well, you guessed it. Sith all the way.
Sorcery : ancient cults can probably pick some stuff from the four Sorcery options. Summons can be explained as alien pets. Rituals and Circles are ceremonies for the Light/Dark side.
Bestial Supernatural : like Might, with claws instead of fists.
Infernal Supernatural : mostly Sith-oriented.
Travel Powers : Acrobatics, Jetpacks, Rockets, Superspeed/jump, Hover disk, Swinging... If you need to fly, you need something to do that. And NO Teleportation, it's not Star Trek !
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There are a LOT of options for great tech costumes, and Star Wars-inspired outfits. You can extend your inspiration sources outside of the movies and animated series, with the artworks found on DeviantArt and other websites. It's rather amazing that despite all the alien species it's inhabited with, the SWU still manages to hold a specific « fashion ». When you see a SWU costume, you can see where it comes from. It's not Star Trek, Blade Runner, or Tron : it feels Star Wars. You'll probably find explanations on this on a website about « how the SWU costumes are created ».
A few exemple of nice costume pieces would be the Cyberpunk set, Holo Hex, Project Clockwork tights, the Sci-Fi Soldier set, and most of the Armor Light Tech options.
Jedi : their clothing is mostly martial arts stuff (known as keikogi in Japan) with a pair of long boots and a cloak. Sometimes, they can have a little bit of tech on them : their belt to hang their lightsabers on, a very light chest armor on the battlefield, and sleek armored boots and bracers.
Sith : the Sith are more tech-oriented than their Light side counterparts. A lot of them like to wear armor and have several prosthetics, like robotic hands, or tech masks. The infamous hood is a common trope among the Sith. Robes are widespread among the Sith. Try not to abuse the heavy armor pieces, unless you look like a beefy broody half-cyborg guy like Darth Malgus. And of course, capes.
Smugglers : they're cowboys and pirates from space. Han Solo is, of course, the main model to go. The clothes are very close to what we have in real life. Smugglers don't seem to care much about their looks when they're busy getting money around the galaxy, but a bit of style has never been bad for the stories. Start simple with shirt, pants and boots, and then add a bit of cool pieces like glasses, hats, and a pair of blasters. The newly released Scoundrel set has some lovely pieces for smugglers.
Bounty hunters : as mercenaries tracking preys on a lot of different places, bounty hunters need to be able to fight any threat they encounter. That's why they come with an arsenal of small to medium sized weapons and gadgets : missiles, grenades, jetpacks, rocket boots, etc. They wear light to medium armor, as they prefer reaction speed over protection. They also wear helmets to protect their faces and identities (unless they have a generic alien face that nobody could tell from another same-looking alien dude).
Troopers : fighting for either the Republic or the Empire doesn't matter much, they're just disposable « meatbags ». Foot soldiers have militaristic clothes, sometimes with a radio pack in their back and a hat or a helmet (they look pretty goofy, to be honest). They also adapt their outfit to the place they fight in : remember Hoth rebels who wore fully white jackets and glasses to protect their eyes from the snow. Medium-size armors are common among higher rank soldiers, who also have full helmets and a bulkier look (Stormtroopers). The officers are recognizable by a small colored detail or an added piece.
Droids : building droids is simple in Champions Online. You just need a good use of robotic arms (both), legs (both), and faces. Many ways to go there, from the gentle protocol droid like C-3PO, to a murderous killing machine like HK-47. Don't go too far on the tech road though, or you'll end up with a fully operationnal Gundam.
Aliens : the intelligent alien species in the SWU are, for the most part, humanoid-like with different colors and strange facial features. Some look like demons from the Bible, with horns and pointy ears, others bear resemblances to animals. What Champions Online classifies as demons, bestial or insects, can be seen as alien races and used as such for your character. Some alien species may be easier to come up with, such as Trandoshan, Chiss, Zabrak and Pureblood Sith. In the Champions lore, the Gadroon are probably one of the best examples of a SWU-like alien race, as far as look goes.
COLORS
Jedi colors go from yellow-ish white to brown. Sith like black a lot, but they can use blood red, dark blue, purple, and any shade of grey (hum). Tech pieces are often somewhere between white and dark grey, but some people like to color them (see Boba Fett's green armor). The skin colors are very variable and depend on your character's race.
Coloring powers is a nice add to your toon's creation. The Blade users will color their energy sword accordingly : blue or green for the Jedi, red for Sith. Orange and yellow can be found sometimes, and purple is only for BAMF. Electricity Sith lords will turn their powers into dark blue, whereas Darkness Sith will favor red (red Shadow Form for red glowing eyes = Dark Side up to 11). The Gadgeteering and Power Armor beam powers would look better with light green or red, too.
VEHICLES
For those lucky or rich enough to get their hands on a vehicle, the best options for SWU theme are the bikes. They look like speeders ! Any tech vehicle will do, anyway, as jet planes can easily be seen as the CO version of the X-Wing, TIE Fighter, etc. Use beam weapons and you're good to go.
That's it folks ! I hope you liked it, grats on making it to the end. If this topic has enough success, maybe I'll do another one on another theme of character creation. Please feel free to comment, and see you around Millenium City.
Tread very carefully in using this template for SW homages - the line between "homage" and "trademark violation" gets pretty narrow here...
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The main technique to take from Stormtroopers is to layer armour pieces over a dark cloth or leather base - usually black. The armour doesn't actually need to be white per se, as practically anything will stand out when placed on the underclothes. Such as this VIPER redesign concept I did a couple of years ago:
As for... er... Cosmic Paladins? You definitely want to get the martial arts master pack from the Zen Store. One piece in particular is very helpful, though you have to be creative in hiding the conspicuous oriental characters emblazoned on the back and front. Anyway. Cosmic Paladin.
I own Koda Ortega. Yeah...
Here it is, my second article about themes. Sorry for the delay. I found an interesting theme that would be nice to talk about. We're still in the Tech part of costuming, though. What is it ? Some clues : Code Geass, Macross, Voltron, Transformers, Mechwarrior, Gundam, Guyver... Yes ladies and gentlemen, today we jump into battle with mechas !
ARCHETYPES
Free ATs : virtually any AT can fit as a Mecha. However, traditionnal Mechas are machines, limited to interaction with the physical reality ; thus, mystical/mental AT are a bit tricky. Here are my favorite choices for free ATs as Mechas :
1/ The Soldier : easiest to use as a Mecha, you only need a good costume. Most of the generic real-robot type (I'll come back to it later) are nothing more than humanoid tanks/taller armored infantry, so firearms are classical. Example : any mass-produced unit in any Mecha serie.
2/ The Blade : close second to the Soldier, the Blade is the go-to AT for fans of the Super Samurai type of Mecha. After all, Mechas are nothing more than big badass Knights, so it only makes sense that some of them prefer a good ol' tech sword over those pesky guns. Example : Scheherazade (Escaflowne).
3/ The Behemoth : Mechas are powerful enough to not need weapons at all. A Behemoth Mecha would visually display brute force with heavy armor pieces on a bulky silhouette. On top of that, the Enrage advantage allows to grow in size, to what a Mecha should really be like. Example : Jaegers (Pacific Rim).
Other ATs are more difficult to explain. I'd stay away from the Support ATs as Mechas are made to fight, not stand behind helping others. About Energy ATs or the Grimoire, if you choose to play some sort of ancient/alien Mecha, it can work.
Premium ATs : the best picks for Mechas are amongst these.
1/ The Invincible : no surprise here, as the Power Armor AT, the Invincible is THE best AT for Mecha players. Is there anything more I need to say ? Just look at this ! Shoulder machine gun, missiles, rockets, it SCREAMS Mecha. Example : Gundam Heavyarms (Gundam Wing).
2/ The Specialist : super-robot series always have one of these, a big badass who can shoot from a distance AND still take on a worthy opponent in a sword fight. Yeah, usually they only have one sword, but two are fine. Example : Gundam Strike (Gundam Seed).
3/ The Devastator : the bigger Mechas need a bigger sword. In most cases, such a Mecha has a super pilot inside, one badass warrior who can turn the tides of a battle with a single swing of his giant sword/axe/laser scythe. So make sure to go big in every way with this one. Example : Grungust type 0 (Super Robot Taisen).
4/ The Savage : sometimes, technology isn't enough to take down foes. This is where fangs and claws are in charge. Animal Mechas like it a lot, as well as rogue units gone berserk because of a whiny psycho kid in the cockpit crying for mommy with tears of blood dripping from his eyes. Example : Eva 01 when berserk (Evangelion).
5/ The Fist/The Master : lighter Mechas trade power and durability for speed and mobility. And they know kung fu. Example : Smoke, Cyrax, Sektor, Sub-Zero and Triborg (Mortal Kombat).
6/ The Night Avenger : the NA gameplay is for assassins, and Mechas don't often rely on assassination tactics because they're too big to be stealthy. Don't let it stop you from trying, though, as stealthy deadly robots with fighting claws and gadgets are really cool. Example : Fulgore (Killer Instinct).
7/ The Inventor : a few Mecha units rely on drones to help them in combat, and this is what the Inventor provides them with. Make sure to use Munition Bots, unless you go for a humorous Mecha concept. No example in mind, but I'm sure you'll figure it out.
Bonus / Awakened Automaton : another take on the PA powerset, it's only purpose is to unlock some powers once it reaches lv40. The Rocket Punch may not be a great power for damage, but it's very Mecha-ish, so it's worth playing one at least.
POWERSETS
Energy
The Force Powerset appears as the best one. Many famous Mechas make a good use of force shields and concussive blasts. The others are harder to justify, unless your setup allows for super-powered Mechas. The Electricity Powerset provides some buffs for energy damage (Electric, Particle, Sonic) as well as interesting visuals. I wish the Fire and Ice Powerset had some weaponized choices, allowing for flamethrowers or frost cannons.
Technology
You'll probably have a few powers from there if you go for the Ranged DPS type. Power Armor and Munitions are no-brainers, and Gadgeteering can be considered for some solid options too. I'm not too sure on Archery, because I can't find a reason for a Mecha to use a bow and arrows when it can carry missiles instead. But Quarry is a good passive if you have Physical Ranged DPS powers.
Martial Arts
Single Blade for classical Mecha Knight, just ignore the Bleeding mechanic or explain it as "oil loss". Any of the sub-category is fine for any melee Mecha. Just remember that martial arts moves requires to be light and fast, so save your big armor pieces for Brick.
Mentalist
It's quite hard to find an explanation for Mechas to be able to control minds or emulate psionics, but not impossible. After all, some series show Mechas controlled by some sort of psychic link between the pilot and the machine, and a few can conjurate psi-like weapons from cristals or whatever fake science bullsh*t you can think of. The costumes will then need to show the catalysts for those powers. Keep in mind that Elder Worms use Mentalist powers and still look a bit tech, so maybe you can find some ideas from there.
Brick
The heavier Mechas will find what they need in the Heavy Weapons and Might Powersets. Earth can look good for mining Mechas.
Mysticism
Celestial has Conviction, which is a fan favorite for its instant healing. But Mechas summoning divine light ? Eeeer... Darkness is a little better for evil-ish looking badass Mechas (because Dark is Badass, as everyone knows). Now, if you can build a convincing angelic/demonic giant robot, it'll be easier to pick one.
Sorcery
I can't really think of any famous Mecha using real magic. There probably is, but not in my memory of knowledge. Summon powers are not really explainable for a machine, so you may want to stay away from the Sorcery Powerset (unless you need an Aura).
Supernatural
Easy to build a Mecha beast with the Bestial subcategory, but Toxic ? Well, radiations are toxic too. A nuclear-armed Mecha is something that could exist, but probably very dangerous, so save it for a Mecha nemesis. And don't bother with locusts or fiery green chains from hell, it's not for you.
The second part of the post will focus on the costumes according to several classic tropes : the classical Gundam-like, the more realistic military robots, bio-armors (looking at you, Guyver), medieval Mechas, etc. Coming soon !
Basically, every tech part can work, as it already did for the Star Wars theme. The main difference here is that Mechas are robots, so any human part has to be hidden or worked around – unless you want to build a humanoid mech, like the Valsione from Super Robot Taisen.
Freedom is the way to go with CO costumes. However, the Mecha genre is known for many tropes, and your own Mecha will look better if you respect some of them. It would be too long and hard to explain everything in detail, since too many series exist so far ; but we can distinguish several types.
The classical Gundam-like : Gundam is to the Mecha genre what Final Fantasy is to J-RPG, such a big franchise that inspired so many series, each one with its fair share of new units and a very recognizable design. A classical Gundam is mainly white, with two secondary colors, most often red and blue, and a few yellow highlight. The eyes are green and circled by black or dark red. The whole armor design is reminiscent of the old samurai armor, hence the horns and helmet on the head. If they need to fly, they'll choose jetpacks or jetboots ; the winged Gundam units are only for the main heroes, nemesises, or for the sake of a certain theme (cf. Gundam Deathscythe, whose wings are made to make him look more sinister). The Gundam aren't really taller than other mechs from their universe, but they are faster and carry better weapons, so go for rifles, missiles, and of course a beam sword.
Real robots : this is the name of a subgenre made famous by Gundam, strangely. Real robots are mass-produced mechs for the army. In a world where empires or space colonies must defend themselves from invasion or war, you can't rely on foot soldiers or old machines : enter the real robots. Their design is not detailed more than necessary, and they mostly use assault rifles. Good examples are the Gespenst from Super Robot Taisen, Leo from Gundam Wing, or Burai from Code Geass. Expendable cheap mechs, so to speak. Since they're made for the army, make sure to use army colors (army green, greyish blue, brown, dark grey, or light brown). If you still want to look a bit better than mere 20-feet tall soldiers, take a look at MechWarrior units. Special touch ? Robot Eye accessory/Cyberlord head.
Super robot : Mazinger is one of the best known names from this other subgenre. Super robots don't need an army, they ARE the army. They're realy, really tall, huge, and so powerful that they can single-handedly stop an alien invasion. Fans of the Heavy Weapons powerset will probably choose the Super Robot route, and/or the Enrage size advantage. Don't be afraid to use big shoulders, horny helmets, and huge armor pieces. Play with the sliders too, to be even bigger. Make good use of AoE, because Super Robot enemies come in two forms : a lot of easy-to-kill targets, and one stronger foe who will be dealt with thanks to your giant sword/axe. You can use any color, but these mechs often have a few golden parts, because gold is for the best.
Super sentai : derived from the Super Robot type, the Super Sentai is also a big mech, but made of several smaller units. Voltron and the Power Rangers' Zords are first to come to mind. The trick for a good Super Sentai robot is to use asymmetrical parts for the arms and legs, because the robots it's built from don't look exactly the same ; and color each part accordingly. Only rule : the head is red. And you need something like an ultimate move, the one you will use to finish your enemies off without question, as a signature move.
Fantasy Mecha : though not as common as its sci-fi counterpart, the Fantasy Mecha looks really good when done correctly. First and foremost, it must have a good sense of « knight in armor ». Also, since science is obviously out of question (except for Alchemy, to a point), you can't rely on modern weapons, so you'll want to use Energy powersets for ranged attacks. Such magical weapons can be done with catalysts, like mystical stones that you can find on the Arcane pieces or the Alien Orbs. You probably don't want to use to much metal material, except for real Templar-like Mecha. Take inspiration from Escaflowne, Magic Knight Rayearth, or Banpresto's Cybuster. The Fantasy Mecha type also includes angelic/demonic robots, and we all know how popular demons are in Champions Online character creation – I don't even mention the Fire damage on Heavy Weapon powers, for every robot-from-hell.
Bio-Mecha : a very special type, that stands between the superheroic armored suit and the Mecha, but without technology. The best example of bio-mecha is the Guyver, from the eponymous serie. A Bio-Mecha is not made of metal, but from bone and flesh (or anything organic in that matter). Sometimes, you can see living muscles under the armor, and its power is taken right from its pilot's life force. But what really makes it different from Iron Man is that the suit is ALIVE. And in the worst scenario, if the guy inside loses control, the suit will consume him or assume control in a horrible way. So, you need to show one « control gem » or something like that. DC also has Blue Beetle (check out Young Justice S2 for a very good story around this character). If you want to try such a Mecha, use leather material and show some human-like parts, like Alien skin, Raw muscle tights, or Roin'esh. The Unarmed Powerset with Chi-enhanced attacks and one or two energy blasts sounds like a very good start.
Good costume sets for Mecha :
Variable Robot
Holo-Hex
Psionic Dragon
Cyberpunk
Robot Samurai
Superconductor
The Gundam-like. Notice the white body and typical mech fins. I unfortunately don't possess the Variable Robot costume yet, but this is not mandatory. The main color is highlighted with something in the same tone (dark blue=>light green) and the yellow frontal mech horns is the final touch. If I had to change a thing here, that would be boots for the Viper ones, though I don't have them either.
The Super Robot. Super Robots (at least the first generation, Mazinger & friends) used to have very simple design with round parts. This is what I used here with the Scifi inlayed armor. The boots and shoulders work together to make the whole design look bigger than it really is, and I've amplified the chest width and depth as well as the body mass and legs length. It carries a big **** flaming sword, but I couldn't show it with Mega Amplifier on.
The Fantasy Mecha. This one is a demonic mech inspired by the overviolent and over-the-top gory Genocyber. Something I'd like to see more is evilish looks without the use of black or dark grey ; sometimes, the pieces make a character look evil before you even put colors on it. Here, the armor color is based on bones, while the underlayer is dark red Cyberpunk tights to give a feeling of mechanical flesh. The horns and hair take the focus on the head for the final evil touch.
The Bio Mecha. Typical Guyver inspiration here, with a nice mix of Bone Armor, Raw Muscles tights, Roin'esh and a few other stuff. The shoulders are the Chiton Small and look very good with the Bone Armor. The Power Gem and Arcane Belt yellow colors are the "control panels". The theme is a dragonic armor, hence the side tusks and green scales color.
Sakura Mecha
Holo Hex
Variety Pack
Retro Sci-fi
Mechassassin & Warlord gun hands (albeit most of robots like Gundams, Macross VF-1 or Transformers uses hand-held weapons and ATs like the Soldier or the Specialist fit them the best) are costume sets possibly the most useful for making robot costumes.
A set of nice mechanical wings is a reward for opening lockboxes.
After quite a while, and since this is that time of the year, here comes the third part dedicated to classical monsters. We'll get a deep look into some of the best known creatures of the night and how they can become heroes in the world of Champions, despite their origins.
Since the characters we'll look at have quite specific features, I'll use a different way to show archetypes, costumes and powersets.
THE VAMPIRE
Probably the most well-known and popular of the Halloween monsters thanks to Dracula, the Vampire has gone through various iterations since the 50's. People like the double piercing mouth piece to figure the canines, but it's not mandatory. Dark colors are preferred, including the black/red trope that actually fits very well for night creatures hunting for blood. Please notice that not every vampire has pale white skin, so don't be afraid to go for asian, african or south-american complexion. More simply told : avoid lemon yellow, bright green and baby pink, unless you want to be a Brony vampire. For travel powers, I'd pick rank 2 acrobatics for both enhanced speed and jump, and bat flight.
The Traditional Vampire (Dracula)
The bloodthirsty count awakes in his coffin, deep in the caves of his Transylvanian castle. Tonight, he will visit the near village again, to steal the purity and the life of a young virgin. Unless she got cautious and protect herself with the holy cross and garlic.
With all due respect to Bram Stocker, this vampire would do poorly in the world of Champions. Having incredible charisma, hypnotism and a pair of fangs won't help much against supervillains. It is still possible to make it work to some extent, though.
The Traditional Vampire doesn't engage much into brutal melee fight, and prefers to deal with enemies with holds and hypnotism. This makes the Telepathy powerset a good provider for powers, with Ego Sleep and Ego Sprites as the lifeforce leeching ability. Ego and Presence are good stats for a self-sustained crowd controller. Go for Paralyze, Confuse or any power that can stop your enemies before they can even act, and slowly put them down. Don't forget a threat-wipe power to escape dangerous situations, much like old Dracula has to run away from the sun.
Costume is easier than gameplay here : choose some old-looking clothes, like the Victorian set and the New Shadows pieces. Keep it classy and sophisticated, and think about a collar. Dark grey, a few red and gold to enhance the look, and you're good to go for a night hunt.
The Swordmaster Vampire (Requiem)
Made famous by Castlevania, the Swordmaster relies on his speed, agility and sword mastery to slay his way through his enemies. The perfect vampire for the Single Blade powerset, which is already based on the Bleed mechanic, he wants to end his foes quickly with a serie of critical strikes, making Dexterity the best PSS for this archetype. The most important part here is to use a fancy/badass sword. Do not ever go for maces or axes. White or black hair seem to work really nice on this one.
The Masquerade Vampire (Selene)
For those who know about the famous White Wolf universe, the Masquerade offers a lot of clans with their own ways of hiding (or not) in the modern civilization. However, we'll only consider the settings here, and not each clan's customs. We have vampires forced to exist among humans without them realizing, so they have to adapt. Basically, it means modern clothes, modern weapons, fit to their vampiric lifestyle. If they still like swords and dark leather, they tend to prefer cool-looking stuff like long coats, sunglasses, punk haircuts, and maybe guns. In short, they're just what the goth people and the patrons at the Minefield wish they would be. Check the Munitions powerset, or the Specialist AT.
THE WEREWOLF
Recently turned the official vampire nemesis, the Werewolf is my personal favorite and an easy monster to play in Champions Online. Silver players will find him in the Savage AT, while Gold can pick from the whole Bestial powerset and complete with stuff from Might. The big bad wolf relies on his claws and fangs to tear his preys to pieces, and heals from his wounds faster than most people. He doesn't care if his victims are a bloody pulp of red meat, and thus isn't made for critical builds : it's all raw power and resistance.
The Wolfman (Lawrence Talbot)
Lon Chaney was the first to be the wolfman on screen, the most recent incarnation being Benicio del Toro. He's a monster for sure, but still mostly human : his lupine traits only make him bulkier, with fur growing on his face and arms, while his fingers turn into claws. His clothes may be torn from his transformation. Work with the Werewolf Partial face (now usable with classic head options!), beastly beard, and fur bracers. The Wolfman does NOT have a tail, whish is why many people seeing him at night would think of a bear or a gorilla. In some case, the werewolf form is just an exact copy of the human one, with slightly longer hair, no pupil-eyes, visible muscles and pointy ears. Preferred Travel Power : Superjump.
The Crinos (Van Helsing)
Today, when people think about werewolves, they probably picture the Crinos first. For those who do not know the word, coming from the pages of the Werewolf pen-and-paper RPG, this is a war-form assumed by a werewolf : full wolf head, giant body with equally giant claws, a wolf tail, and a huge size. In game, Black Fang would be the best example of a Crinos. Don't forget to use bestial legs and a Beast or Huge Beast position. Most of the time, the Crinos don't wear any clothes or armor, except for a torn pair of shorts for decency. However, you can add a few pieces, if you're looking for a Dogz-like style.
The Anthropomorph
Though not a common view for werewolves in pop culture, this is arguably the best werewolf for Champions Online, and many people already play it without even knowing. The form may be similar to a Crinos, but the werewolf is able to speak, think and act like a normal human. This means, of course, that he can wear clothes, armor, stand like a hero, and use any powerset he wants (Munitions looks like a fan favorite). Check Club Caprice, they always have one or two hanging around... but with crazy color schemes and doubtful demon wings. A good subgenre if you don't want to stick with Bestial. If you want to play a shaman and/or a wolfpack leader, it's a good one to pick. Play with the fur color, you can choose anything from white to near black, brown, or even greyish blue. Why not two at the same time, like black paws and light grey body with tiger stripes ?
THE UNDEAD
The undead genre is wide enough for anyone to find a pleasing one. Some would say the Vampire is an undead too, but he's such his own thing that he deserved to be spoken of as a single entity.
The Zombie (aka Champions of the Dead)
Yeah, we know, traditional zombies are slow-moving decayed corpses, only going after human flesh and brains. Takofanes has thousands of these. But in the world of Champions, even zombies can become superheroes. To some extent, Deadpool is a super-powered zombie ; you can also think of Evil Ernie, Lady Death, or the Black Lantern Corps. The powerset doesn't matter much here, though Infernal and Bestial are classical choices. What matters is the look and origin of your character, and these two are closely linked. For example, an artificial zombie (like Frankenstein's creature or Teleios abominations) would look good with some Tesla armor pieces, electric aura and Might powerset. If you prefer the modern zombie type, like the thirteen fallen heroes of Blood Moon or Deadman Walking, just go for any zombie options in the tailor : tights, stitches, half-skull faces, etc. Play a bit with the eyes, one may be normal while the other has lost the pupil or is completely blank. For Game of Thrones fans, frost undead can use the Ice powerset. Or maybe you prefer to go for the undead bride à la Tim Burton, looking pale and spooky in her wedding dress. The last touch ? Take the Tunneling TP to surprise your enemies by bursting out of the ground you were buried in.
A short word about mummies, who are technically Egyptian zombies : if you use the Banded Narrow pattern for tights, and add Egyptian pieces (Pharaoh's headgear, bracers, scarab...), you can become a nice mummy. With Infernal powers skinned as locusts, it's super cool.
The Ghost (or how I became popular with a little Japanese girl)
« Are you some kind of... ghost ?
- Boo ! »
This is a quote from the first The Crow movie. The point ? Not every ghost has to be a silhouette draped in white drapes. The ghost is dead and unlike the zombie, never came back to life, but he exists between the living plane and the afterlife. Something prevents him from reaching the realm of the dead. or maybe he wants to stay a little longer for a good reason. A « normal » costume creation is fine for a ghost, as long as you add an element that clearly distinguish your toon as a ghost (Spectral aura, pale skin, blank stare, as you wish). With the new costume creator, people have access to partial pieces, enabling the use of empty clothes with no head and no visible body part. One of my most recent creations is a ghost, and rose to a sudden and surprising popularity : Sayako, who is basically Casper inside the body of Sadako (the Ring). People would say she's cute and still super creepy. Ghosts usually are able to fly or teleport, and channel energies from other places, so Force, Wind, Telepathy, Telekinesis, Celestial, Darkness and chain powers from Might, Bestial and Infernal are all good options. You can also go for an Stealth assassin build, if you don't want your ghost to show until the last minute.
The Skeleton (« YOU. GUILTY. »)
Last but not least, the skeleton is one of the most ancient undead creatures, back to the first Grim Reaper's appearances in history. The main idea is to show your skull first and foremost. Then, you can cover the rest with clothes and armor, show a bit of bone (hands, maybe feet) or reveal your entire anatomy with the Skeleton aura or body options (found in the Partial folder). It is a good idea to use a full body aura, as a proof that the skeleton is inhabited by a supernatural entity. Not all skeletons are bones, though, and you can divert to a technological version if you use robotic and cyborgs pieces. Think T-800 or Necrons from Warhammer 40k. You want a bit of humor for once ? Try the Skeleton tights, perfect for parties !
THE OTHERS
Here are included those who don't really have a lot of subgenres to speak about.
The Witch
Give the poor girl the credit that is due, as the Witch is one, if not the one, monster to lead the way during Halloween. The old Wicked Witch of the West costume, while still popular, has been replaced by modern, sexier, and more dangerous spellcasters. You got a lot of options for a good witch : the goth chick from college, the old wood hag, the Elvira wannabe, the cute magical girl with attitude, the spider queen, the pagan worshipper, etc. Just avoid any tech power and costume pieces and you're good to go.
The Serial Killer
The last two decades have seen a decrease in popularity for the classical monsters, in favor of the gory, brutal slashers : Freddy Kruger, Jason Voorhees, Michaels Myers, Leatherface, Chucky, and their friends. Good thing is, the costume creator has plenty of options for those ! The mouthpiece for Lecter, the chainsaw-arm, knives, scary masks, psycho clown make-up, hoods, only your imagination can stop you at this point. The new Penitent AT is a nice one to play this type of character if you can't access freeform. The Serial Killer doesn't rely on range or superpowers to kill people : he likes things to be dealt closely. So you're probably searching for melee powers here, with a good heal, regeneration or self-revive ability.
The Devil
I'm not talking about demons, but the hellish red-clad good ol' Satan and his kin. Your main color will be red, and the secondary is black or dark grey (since black tends to erase details). A little pair of horns on the forehead or a giant one on the sides (if you want to look like Tim Curry in Legend), red clothes and/or skin, maybe a goatee, devil tail, bat wings in the back, and guess what ? We now have a Trident option ! Ok, it forces you to pick a Heavy Weapon power. Take Brimstone, as it can be used without targetting and leave a patch of fire around you (very devilish indeed). Demons like claws on their feet, so prefer hoofs if you want an inhuman devil. The Krampus costume is a nice option to have for this one. For the Faust outfit, use bright red tights and pointy boots. Wait, isn't it Daredevil ?
In case the news didn't reach you, Iron Fist will make its Netflix debut on March, 17th. This gives me the opportunity to speak a little about a popular costume/lore theme, even outside Champions Online : the martial artists.
Obviously, if you are really into martial arts with dynamic gameplay and amazing features (like running on walls and float on clouds, wu xia style), you better check out Age of Wulin or Blade & Soul. However, since Champions allows everyone to create the hero he/she wants to be, it is really easy to get into the ancien arts of kickassery.
First thing : to make it easier, we'll agree that « martial arts » is a broad term in pop culture, including anything from the traditional melee brawler to mystics, super-powered fighters, cyber-enhanced creatures, and any toon that could compete in a Tekken/Street Fighter/Mortal Kombat tournament. As usual, I'll make a list of typical tropes and see how to make the best out of costume options, powers and archetypes. Too bad we still don't have a Polearm powerset.
I/ the Traditional One
Made popular by the Shaw Brothers and Bruce Lee movies, the basic representation of martial artist is that of a hero so good at fighting that he can beat dozens of opponents with his bare hands and feet, and maybe a couple of nunchaku swings (where's the nunchaku maintain power?). Of course, the Unarmed powerset is the best choice, with an offensive AT option (The Fist) and a defensive one (The Master). The two EB both have the Drunken Master advantage, which is good if you want to pay homage to Jackie Chan but not that useful for gameplay. Righteous Fist looks like Spider-Man type of punch, whereas Vicious Strikes is closer to brutal strikes as Batman does in the Nolan's trilogy.
Such a character does not have super-powers, only years of training and mastering his arts to the point that he looks like he's almost superhuman. Try to stay away from aura combos and stick to the human-looking type (if you play a human, that is). This can be ignored if you want to play a chi user, with chi advantages on your offensive powers. Generally, these characters like to wear their martial arts school uniform, as a proud symbol of their fighting prowess. You can use any asian inspired clothes : Gi, Martial Arts Gi + skirt clothing, Gi Pants, Ninja costume set, Robot Samurai chest piece, Hakama, Straw Hat, Wrist Band, Wood Block Sandals, Head Band, Prayer Beads, etc. The Emo Short haircut is the best one for a Bruce Lee lookalike ; melee fighters tend to prefer short hair because it's harder to grab and doesn't get in the eyes when you're fighting, so bald characters or shorn head with a topknot are good haircuts. If you want to show your level of expertise, don't forget to color your belt accordingly.
Don't forget to play with face sliders and height for better asian traits, and don't be afraid to show some muscle, especially if you go the shirtless way. You can also make your character older with some face features, if you want to be the old-not-so-wise master. Finally, pick a travel power like Acrobatics, so that you can jump higher and run faster. You can even keep the TP active in fight, and run around enemies, spamming Tab and lunge, to make your character look like he's actually beating foes while dodging all of them !
II/ the Swordsman
Swordsman isn't only another MMO under PWE. In martial arts traditions, the hero with a blade comes close second after the monk-fighter. There's an ideal of chivalry, honor and justice in the sword. Be it Chinese with the wu xia pian tradition (think Crouching Tiger Hidden Dragon), or Japanese with the samurai, they always draw their blades to protect the weak and defenceless. This is the concept behind the Blade AT and the Single Blade powerset.
Many costumes offer good options for the Swordsman. Robot Samurai, Ninja Warrior, Epic Samurai, are only a few examples. A sword-wielding character looks a bit heavier than his bare-handed counterpart, because he often gets himself into trouble with other swordsmasters, so he needs more protection. So, when the traditional fighter prefers light clothes to favor speed, the swordsman will search for leather or metal armor to cover vital parts : namely, the head, arms, legs, crotch and heart. This doesn't mean you can't go for clothes, as samurai often wear such things in court. Akira Kurosawa movies, or the whole Legend of 5 Rings lore, give good examples of it. The samurai also prefer to keep their hair long and attached, since cutting it is a dishonor (remember that scene in The Last Samurai). The Chinese knights also favor topknots, buns or braids (especially the women) and elegant facial hair for the men. The choice of a color scheme is also very important, as demonstrated by movies like Hero. Asian heroes often have dark hair, or silver. Dyed hair came recently with anime, so unless you want to be Kurosaki Ichigo, try to avoid redhead. The colors for your costume should give an idea of your character's personality and/or mood : search on the Internet for articles about the meaning of colors. For example, if you wear a red and black Gi ensemble, with a katana at your side, you give the impression that you're ready to spill some blood if anyone pisses you off. A blue and white scheme, on the opposite, gives a feeling of peace and wisdom. The colors can also be a symbol of your faction, as shown in the movie Ran.
Since you will be wielding a weapon, try to get your hands on the Weapon Pack from the Z-store. It has several interesting skins for martial artists, such as Wushu sword, Naginata Katana, and Martial Arts Broadsword. The Katana is still the best pick if you're going Japanese. Pick a Flight power if you want to float in the sky – sadly, Cape Glide pops a cape if you do not have one when using it.
III/ the Assassin
The Assassin (from Hashshashin, a secret Islamic order) is a medium-range killer who relies on traps, stealth and trickery to subdue his opponent. Since he's not as good as the dedicated practitioners, he must avoid extended fights and should weaken his targets first. One of the most famous assassin-type trope is the ninja, as a mysterious shadowy figure killing people at night (and NOT as a brain-damaged loud-shooting orange-clad fox-possessed kid). Many ATs can fit it : the Night Avenger, the Penitent, and even the Marksman. Being an assassin allows you, if you're a Freeform, to pick powers outside of the Martial Arts set : Evasion/threat wipe are mandatory when you get too much attention from your enemies, Throwing Blades, Toxic Nanites, chain attacks... In the Martial Arts, you'll probably want to go with the Night Warrior passive, unlocking the Shadow Strike attack and a buff for several attacks in the Gadgeteering powerset.
The Ninja Warrior set is a no-brainer, though you can work around it to make it less like a copy/paste self-made costume. Try an open partial mask and cover your face with Eyeplate Samurai and Armored Mouth Samurai – you can color it red and add horns for an oni look. Replace the Ninja mask with a simple hood and Dragon Mask, Mask Straps or Mask Wrapped. If you have it, try the Kabuki mask. Arabic assassins will go for the Persian costume set and scimitar blades. The Nephilim Mouthless piece is also a good one for a masked killer. Put some make-up to darken your eyes (Goth 1 make-up or Shadow eyes option for masks). For the final touch, go for Ninja Leaves or Ninja Vanish TP.
IV/ the Urban
This is the type of character made popular by video games like Tekken, Streets of Rage and Double Dragon, or more recently with the hilarious Kung Fury movie. The hero, while still a master of martial arts, embrace a more urban fashion with the use of everyday clothes : jeans, vest, Tshirts, sneakers. Most of the time, his nature as a martial artist is shown by small features like strapped fists or a headband. The rule of cool applies a lot, and you will want to choose gangsters and punks as your nemesis minions. Your nemesis is probably some rich industrialist anyway.
Since this trope was popularized by American movies in the 80's, those characters are bulkier than the asian type. They also take some stuff from the wrestling and boxing customs, with more over-the-top looks and more violent combat moves. This is where you can drop Martial Arts for Might, though you're still a martial artist. You can also look for urban weapons like chains, baseball bats and knives. Once again, Acrobatics-like TP are the go-to TP for parkour mobility.
A few words about Munitions : there's a sub-set that allows you to use guns in melee combat, pretty much inspired by gun-kata from the movie Equilibrium. While guns are mostly despised by martial arts, these particular powers are acceptable. You only need to remember that such moves are probably learnt in police academies, not traditional dojo.
V/ the Super-Powered
The raise of popularity of shonen anime saw many of the heroes go beyond the human limits, to become real super-heroes with godlike abilities. Dragon Ball is the undisputed king of the genre, with characters able to destroy planets with force blasts. The super saian aren't the only type we can think of, and many superhuman characters are recognized as martial artists even though their abilities are far from what you learnt in your usual your karate dojo.
To make a good super-powered martial artist, the work on the visuals is really important. This is the striking element in your character's appearance, which will distinguish him/her from the normal martial artist. The easiest way is the use of auras : in CO, Goku and Vegeta would probably use a combo of Energy Aura and Electric Form, and that's already enough to show that they're far above the average dude. This is also a good opportunity to mix powersets, if you're a Freeform. Sol-Badguy, from GGX, would be a nice example of a Heavy Weapon + Fire user, while sporting an Urban-Fantasy look. Raiden, the God of Thunder, mostly relies on his mastery of lightning. Toph, from Avatar, will look upon the Earth powerset for her earthbending abilities.
You can let your imagination fly free on this one. You can also pick unusual powersets, like Sorcery (Shang Tsung), Infernal (Quan Chi) or Darkness (Noob Saibot). Even Laser Sword works, if you're the cyber martial type. However, be wary to not put too many out-of-frame elements. You're still supposed to be a martial artist, so it's gonna need a very good explanation if you just look like the Hulkbuster armor shooting missiles or using a flamethrower. The AT lovers will be glad to choose anything from Disciple to Unleashed, Savage, Predator, Rockstar, Squall, Chiller, and a few more. The less martial-looking powersets would probably be Telepathy, Gadgeteering, Power Armor, Munitions and Celestial.
that's the thing that first got me into martial arts - namely, the power rangers
not karate kid or jackie chan or jet li or any of the usual things that people find out about martial arts through - the spandex-wearing multicolored superhero team was my first exposure to it
Many people compared Mass Effect to Star Wars for what it brings to the space-opera genre, its story, its characters, and its background. Being the first Spectre and saving the galaxy from the Reapers with an elite commando of aliens and humans by your side, it really felt good, right ? Why don't you do the same in Champions Online ?
Quick word first and foremost : the idea here is not to clone Shepard and his/her crew. Everything Mass Effect is the property of Bioware Corp., and though costume options are really great in CO, you cannot make your character look exactly like they would in ME. This is for inspiration purpose only.
I/ The first Human Spectre
You've been chosen by
the Systems AllianceUNTIL to represent humanity in the fight againstthe Geththe Collectorsthe Reapersan alien invasion. You're a veteran soldier and you only know the military life aboard your spaceship. It should transpire through your attitude and looks.If you're familiar with the Mass Effect character customization, you know that haircuts don't come in various options, for a reason : military staff wear it short. If you're not wearing anything hiding your hair, make sure that you have the required length. Bald or shorn is good, you can also look for buzzcut, standard, spiky top, receiding, or anything that is not too long. Since you're a human, play with sliders to make yourself look like one. You're tough, so you're probably well-built ; be careful not to exceed proportions. CO tends to make characters look like superhumans, and you're not. reduce hands and feet size, don't go above 6'5 (and take legs length into account), and don't push your body mass, it'd give a bad effect. Ha ha, puns.
Your clothes are classical sci-fi military. Whether you work for the army, or Cerberus, your everyday appearance is made for utility and comfort. An athletic shirt with tactical armor chestpiece and shoulders makes for a nice casual top. If you need something on your head, go for beret or baseball cap. The jumpsuit pattern for the tucked pants is good enough, since it allows you to wear long boots thick sole w/ combat pattern in full display. Understripe w/ pockets looks great too. To flesh the suit out, end with a nice tech-looking belt, nothing too heavy, and give your face a tough detail, basic is for rookies. Colors are mostly dark blue, grey and pale yellow highlights. If you have it, you can use some of the Space Scoundrel parts, they look especially nice for techies and engineers.
II/ Aliens
Some may not realize it yet, but the alien species in ME are close to what fantasy has with their many races. Elves, dwarves, orcs and the likes of it became asari, salarians, turians, krogan, drell, etc. This is to say that the galaxy is inhabited by many different people, with their own culture and appearances. From here, you can follow three paths : try to make the CO version of these species, stick to CO lore to pick one you prefer, or create your own.
While I do not advocate for homages, the ME aliens are too good to not be inspired. The easier one to do is probably the asari, since they all look like blue females. The hardest part would be the tentacle hair. The Geth are also pretty easy to make, if you combine Roin'esh parts with cyberwire and armor pieces. You can try Drell to, with the fishy looks. But if you're into Hanar, just forget it.
Champions already has plenty of alien people to pick. Qularr, Roin'esh, Gadroon, Malvans, the Elder Worms, you know them. The best part : you can use them to create your own character, as long as you have the right pieces. Most are unlockable pretty easily or found in the AH. It will also be easy to respect their morphology and usual outfits, but we want a Mass Effect theme, so you'll have to replace some bits.
Finally, you can choose to create your own alien race, and it's probably the best option. Aliens aren't meant to look like humans, but it's up to you. You can start from default human body and just change skin color and physical features, like longer arms, beast legs, or antennas. The Alien noseless face is a nice place to start. Another possibility is to look in other space-opera stuff, like Star Wars, Star Trek or the Guardians of the Galaxy, and the way they did alien races. Some look like demons, some are furries, etc. Avoid wings and tails. A good way to shape a realistic alien creature is to think about its homeworld : what type of planet does it live on ? What is this race's culture ? For example, Krogan are tough and brutish, because they like to fight and they live on an irradiated world, so they cannot be skinny and frail.
III/ Gearing up
You got your character made, now is the time to dress it up. You will need three slots for this : one is your regular outfit, and the others are your war outfit, with and without the helmet.
The regular outfit is mostly made of cloth and/or leather. Depending on your character's race, it can be shaped differently. If you chose the alien path, make sure that your costume fits your body and state of mind. The council races (Asari, Salarian and Turian) sport simple and elegant clothes, covering most of their body (except for Asari strippers). Give it a simple pattern with two main colors ; no need to go for sophisticated stuff. If you really want to shine, look for tech costume sets : any of the unlockable tights pattern, Superconductor, Sci-Fi, Tactical, are a few good choices. I would recommend getting the popular Holoforce set, as it provides you with nice looking tights and armor pieces.
When the time comes to fight, your character will need a suit of armor, to protect him from bullets, grenades, poisonous gas, space vacuum, extreme temperatures, concussive force, and more.
The thinner races like Asari and Salarian wear light sleek armor, offering a basic protection while maintaining their manoeuverability. Turians and Krogan, known as fighting people, prefer medium to heavy armor. The humans can pick whatever they feel comfortable with, but the standard armor is the famous N7 default suit.
Since you can customize your armor look in any of the ME games, you can do the same in CO by putting together several pieces from various sets. The basic parts, available to everyone from the start, have a few nice plated armor. But if you can get them, check out sets like Holo Hex, Legacy Power Armor, Viper, Toxic Steel, Steel Arachnid, Project Clockwork (the helmet is very close to Turian style), Defender 2015, or Cyberpunk. These are only a few examples. The parts may look too different from another (angular/round), so make sure that the overall appearance feels like it's made as a whole armor. The outside pieces will probably hide the tights underneath : use that to your advantage, either with dark tights or by merging it within the costume concept with the color scheme and matter. Long story short, you'll need something for the following parts : shoulders, arm accessories, bracers, hands, chest piece, hips layer, leg accessories, feet. Interesting fact : if a unit does not wear a full armor, it will often have it in the form of holo shielding, making the Holoforce and Holo Hex sets even better priority options. You'll see a few UNTIL soldiers use it in space, in the Mechanon arc.
The helmet should give you full face protection, with a visor or anything that allows you to see normally while covering your eyes. Any space left in the helmet means certain death if you happen to be outside on a hostile planet or space vacuum ; ask Shepard or the Quarians. Of course, if you play a synthetic, this does not apply.
The colors do have some kind of importance to make your costume shine or fail. The N7 default scheme is dark grey, red and white. Cerberus agents are white, orange and black. The C-Sec use dark blue and grey (very cop-like). You can also look for manufacturers specifics, like the Colossus armor from Kassa Fabrication, coming with a black-red combo, or the infamous pink-white Phoenix from ME1. Most of the ME armors have some form of glowing lights, think about it.
One of the major final touch to the costume is the Omni-tool. Any class using tech abilities needs one. This will show on your character as an orange-colored left arm bracer. A few good options are either Gadroon, Holo Hex and Holoforce, especially if you switch the matter to holo or psy. I think the new Millenium costume set can do it too. This also means that you'll need a glove or something on your left hand, unless you want the Omni-tool to come out of nowhere. It's worth mentioning that the Omni-tool in ME3 comes with a blade option, so if you plan to use close combat, remember to make yours look like a blade (PSI bracer).
If you play a Biotic class (Adept, Vanguard or Sentinel), you'll need a combat aura. Biotic auras are dark blue. You can go with Chaos, Energy, Glow, Shadow, Psionic Flame...
A few back options allow your character to carry a weapon. Depending on your weapon of choice, choose the one that fits your character best : Sniper rifle, Shotgun, Assault rifle, etc. Make sure to unlock the Ranged Weapon pack for some nice looking guns that you might actually use in combat. The Clockwork Rifle is quite similar to the Turian Phaeston rifle, too.
To complete your ME character, power selection and gameplay come last. I won't dwelve into it since this topic is about costuming ; however, a few indications are welcome since your powers are part of your character's look.
As you know if you're a ME fan, you have access to six different classes throughout the game. If you play a freeform (and you should if you want some freedom), make sure to choose the right powersets. Munitions is obvious. Gadgeteering will provide the tech classes with support options like turrets and heals. Biotics will find their talents in Force and/or Telekinesis, especially biotic shields. The Infiltrator cloak power is easily found in the Stealth aura + Sniper rifle. Special ammo or power, like Incinerate or Cryo Bomb, are Fire and Ice. As one of your last powers, you may want to pick a rez for your teammates. Some synthetics can go for the Power Armor path, if they want to emulate the Ymir mechs or the Cerberus Atlas. If you want, you can pick a few devices from Silver/Gold recognition store, or the Drifter store, to extend your arsenal.
If you like to think outside the box, you can use auras to interesting effects. Spectral Aura + a digital aura or scanner aura creates a hologram like the ones seen in the game through the use of Quantum Entanglement Communicators. The Circuitry aura, combined with a few adjustments on your costume, will make you look like a post-Synthesis living being (if you know about the Synthesis end of the game). Turning some auras purple would be a close call to biotic barriers.
That's it for now. You got everything you need to know to become the new hero the Galaxy needs. What will happen in the end is up to you... Makes me think, imagine if Bioware made Champions Online. Oh well, they made Star Wars : TOR already.
Standard Systems Alliance soldier with definitely-not-N7 armor. Notice the work on the right arm side, with the typical banded pattern on the shoulder and bracer parts. Holoforce left bracer figures the Omni-tool.
A Geth-inspired alien, made from a combination of Roin'esh, Superconductor and cyber wires. The Clockwork rifle adds a nice touch of not-terrestrial technology.
Human biotic in light armor. Holo shields (Holoforce, Holo Hex, Psionic Dragon and Cyberpunk combo) are close to their ME counterparts, and the blue spotlights enhance the overall appearance of the Holo Hex tights.
An engineer from
Cerberusa mysterious organization. This design is made of very simple parts and patterns, but works very nicely as a whole thanks to the colors and feeling. You could easily turn the yellow into light green and look like an Argent employee.