Talk:Villainy/Character/Raven's Child

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Might i suggest a base time for her power to last that increases in duration based on how long she concentrates on it? Like it lasts 10 minutes, but if she keeps her focus on it for a couple of minutes then it will last an hour or so. Good way to escape foes. Stick 'em to the floor and run away, but if it ends when she stops focus, that wouldn't work. --Notsooldpervert (talk) 13:51, 21 December 2017 (CET)

No, her power is INCREDIBLY OP, having it end the very moment she breaks concentration is about the only sensible limitation I can put on her and I do not think it is a good idea to remove that limitation. Besides, she can maintain focus while running, her mind is strong enough to do that. However, her concentration is quite likely to break a few seconds after her target leaves her line of sight. Jemini (talk) 15:43, 21 December 2017 (CET)



I've been trying to consider how best to represent this power using the Blood of Heroes RPG. There are two main issues: 1) The scope of the power uses the assumption of absolutes, and unlike Marvel, the DC universe on which the game was originally designed, does not acknowledge the existence of absolutes. Basically, much like the real universe, nothing is absolute. There is no infinity. There is no perfect. The power you've given Ellen does not acknowledge degrees of success. The best way to deal with this is to give a god-like attribute level to the power(s) in question. I therefore recommend a 30. I have only ever seen an attribute that high with good-like entities like Death, and Sandman . . . so I think that is the route to go. 2) The diversity of the power. The power can do so many things that it is in effect a collection of multiple powers. I could assign each effect its own power, but what about the effects that have not yet been considered? The best route is to use a power that can do anything, then limit it. There are a few powers that can be used to duplicate the effects of any power. The two that fit the best are Sorcery (which is a mystical power connected to Aura) and Omni-Power (which is a special power connected to will). Sorcery is tiring. In a table top game a person using 30 APs of Sorcery with Ellen's stats would render themselves unconscious from a single use of the power at that level. Omni-Power uses hero points to "rent" powers on the fly. I figure that since I am not using the concept of hero points for the story, that it would be best to represent her power as:

  • Omni-Power: 30 (limited to the effects of connecting two things together)

What do you think? --Elerneron (talk) 23:46, 21 December 2017 (CET)

Well, she did recieve her power from a "god-like being" who was using a material to grant the power that goes even above his own capabilities to handle, so I think the whole "Omni-Power" thing would be the most fitting explanation of exactly what her power is. As for granting ratings to the individual applications, that's probably the best way to handle it. I tried to list as many general aplications as I could, as in additional applications are likely to be off-shoots of those general applications. There were applications such as her dimensional shearing ability which is simply to close her wormhole on something that's part-way through the wormhole. That's an entirely different aplication of her power. You might say it cuts things, but that's innacurate. What it actually does is rip things appart with the entire force of 2 pieces of the very fabric of the universe pulling it in two different directions very rapidly as the fabric of the universe separates, similar to how a black hole streches things into strings as it pulls them in. So, that's completely unlike anything listed down there under her powers set, but it's ultimately an off-shoot of her wormhole power. Jemini (talk) 00:31, 22 December 2017 (CET)


Got you. You edited while I was writing up a big entry as follows:

Additionally, I think we need to classify her as Hero, Anti-hero, or Villain; mainly so we can assign her a Motivation from the game system. I vaguely remember her from the game, but not enough to recommend a classification and motivation. I PMed you some info at the main site Jemini that may help. If you don't want to go through all of it, here are some guidelines.

1. Hero: A hero does not intentionally kill ANYONE and tries to avoid collateral damage as much as possible. Though a hero can skirt the law to a degree, and can dance on the edge of breaking them, they really only bend them at best.

2. Anti-Hero: An anti-hero does what is necessary for the greater good. They never intentionally cause harm to heroes or innocents. They will break the law when necessary. They will kill a villain to protect his future victims.

3. Villain: A villain does what he wants basically . . . depending on his motivation.

Motivations The game has motivations. These are kind of like alignment in D&D but are geared a little more toward the super setting. They are different depending on the character type (which I call classification for the story). The motivations are as follows:

  • Hero: Upholding the Good - Upholding the Good is the motivation of the quintessential boy scout. They do what is right, and always follow the law without bending it. They would never even consider killing. They feel that they must be a good example for those around them. Superman is an excellent example of the Upholding the Good motivation.
  • Hero: Responsibility of Power - Responsibility of Power reflects the character that feel that having his power means that he has a responsibility to use it to help people. Using his power for selfish purposes feels wrong to these characters. Spider-Man is the prime example of a hero with Responsibility of Power motivation (even though he can appear to have Thrill of Adventure motivation to the casual observer).
  • Hero: Seeking Justice - The hero with Seeking Justice motivation is dedicated to bringing wrongdoers to justice. They are often willing to bend the law to bring in a perp; and may even wrestle with the idea of killing the bad guy . . . but they don't cross that line. Batman is an exceptional example of a hero with the Seeking Justice motivation.
  • Hero: Thrill of Adventure - A hero with Thrill of Adventure lives for the exciting life of fighting crime. They enjoy the adventure, excitement, and taking down the bad guy. Beast Boy is an example of a hero with the Thrill of Adventure motivation.
  • Hero: Unwanted Power - The hero with Unwanted Power usually gained his power by some mishap. They would rather be leading a normal life, but as long as they have these powers, they will use them for good. Cyborg (in the comics) is a good example of a hero with the Unwanted Power motivation.
  • Anti-Hero: Mercenary - An anti-hero with the mercenary motivation is all for doing good with his powers, but he still wants to get paid. He thinks of crime-fighting as a job. The cops get paid to fight crime, why shouldn't he. Some of them are willing to bend the law, and maybe even kill a villain. Deadpool is a good example of an anti-hero with the Mercenary motivation.
  • Anti-Hero: Power Lust - The anti-hero with the power lust motivation seeks power over all else. As an anti-hero, their reason for wanting the power is usually more noble that the villain with the same motivation, and/or their moral limitations are more stringent. This is good for the character that wants to fix the broken system despite the people who labor under it in their ignorance. They are often not willing to harm innocents to gain their power . . . but not always.
  • Anti-Hero: Responsibility of Power - The anti-hero with responsibility of power still feels that they have a responsibility to use their powers for the good of those around them, but they are less confined by morality. They often feel that their powers make them better than those that they protect. They feel that it is their right and duty to use their powers to crush evil underfoot for the betterment of all people. They often feel that they are above the laws of the lesser mortal; and that those laws should not apply to them.
  • Anti-Hero: Seeking Justice - The anti-hero with the Seeking Justice motivation seeks to to rid the world of evil no matter what it takes. They usually try to avoid civilian casualties, but the bad guys have to go. They won't let something like the law get in the way of taking out the bad guy. The ends justifies the means. Punisher is a good example of an anti-hero with the Seeking Justice motivation.
  • Anti-Hero: Thrill of Adventure - The anti-hero with Thrill of Adventure motivation lives for the excitement, like their heroic counterpart; but is less morally grounded. They may be more careless about collateral damage or want to kill the bad guy. Alternately, they may be criminals who don't actually want to hurt anyone, just the thrill of pulling off a caper.
  • Anti-Hero: Unwanted Power - The anti-hero with Unwanted Power motivation does not want their power like their heroic counterpart, but unlike them their power is often a dark thing that makes them do bad things. Like a vampire's need for blood, or a rage that occasionally overtakes the character causing indiscriminate carnage. Bruce Banner likes to think the Hulk is an anti-hero with this motivation, but he is actually a hero and not the monster Banner thinks him to be. Alternately this motivation can exist for the character that is willing to do almost anything to get rid of his powers, including breaking the law and hurting people.
  • Villain: Mercenary - The villain with the Mercenary motivation is in it for the money . . . or other material gain. They have varying degrees of morality, but are usually willing to break the law, and sometimes kill for the money. Deathstroke the Terminator is a good example of a villain with this motivation.
  • Villain: Nihilist - The villain with this motivation seeks to destroy. Usually large scale, bloody, devastating destruction . . . sometimes the ultimate destruction. Maybe they just enjoy killing. Maybe they want to destroy all of existence. They just want to destroy.
  • Villain: Power Lust - The villain with the Power Lust motivation wants power. They want to rule over others, often with an iron fist. They are often the most reasonable villains, and many (but not all) of them have a bit of a moral code left . . . but usually not much of one.
  • Villain: Psychopathic - This is sort of a catch all category for villains with strange reasons for what they are doing, or reasons that are never quite clear. The Joker is a prime example of this motivation (actually a tremendous number of Batman villains fall under this classification.
  • Villain: Thrill Seeker - This character also lives for excitement. Unlike the character with Thrill of Adventure motivation, there is a strong lack of morality for the Thrill Seeker. Not only are they willing to harm others and break the law to get their jollies, when the going gets tough they usually get bored and go home. When things stop being fun, the Thrill Seeker usually sees no reason to continue the fight.

--Elerneron (talk) 00:57, 22 December 2017 (CET)


I edited the Advantages and Disadvantages to fit the game system, including adding the skills that you had listed as advantages. --Elerneron (talk) 01:19, 22 December 2017 (CET)


Well, in her original world she would certainly fit into the power-seeking anti-hero motivation. However, in the case of this world, I am really not so certain how and/or where that would apply. Jemini (talk) 00:24, 23 December 2017 (CET)